uniform mat4 g_WorldViewProjectionMatrix; | |
uniform mat3 g_NormalMatrix; | |
attribute vec3 inPosition; | |
attribute vec3 inNormal; | |
attribute vec4 inTexCoord; | |
varying vec3 normal; | |
varying vec2 texCoord; | |
void main(void) | |
{ | |
texCoord=inTexCoord.xy; | |
normal = normalize(g_NormalMatrix * inNormal); | |
gl_Position = g_WorldViewProjectionMatrix * vec4(inPosition,1.0); | |
} |