uniform float m_tilingFactor; | |
uniform mat4 g_WorldViewProjectionMatrix; | |
uniform mat4 g_WorldMatrix; | |
uniform mat3 g_NormalMatrix; | |
uniform float m_terrainSize; | |
attribute vec4 inTexCoord; | |
attribute vec3 inNormal; | |
attribute vec3 inPosition; | |
varying vec3 normal; | |
varying vec4 position; | |
void main() | |
{ | |
normal = normalize(inNormal); | |
position = g_WorldMatrix * vec4(inPosition, 0.0); | |
gl_Position = g_WorldViewProjectionMatrix * vec4(inPosition, 1); | |
} | |