forked from mirror/ObjToSchematic
21 lines
404 B
GLSL
21 lines
404 B
GLSL
precision mediump float;
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uniform vec3 u_lightWorldPos;
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uniform mat4 u_worldViewProjection;
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uniform mat4 u_worldInverseTranspose;
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uniform vec3 u_cameraDir;
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attribute vec3 position;
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attribute vec2 texcoord;
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attribute vec3 normal;
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varying vec2 v_texcoord;
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varying vec3 v_normal;
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void main() {
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v_texcoord = texcoord;
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v_normal = normal;
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gl_Position = u_worldViewProjection * vec4(position, 1.0);
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}
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