uniform mat4 g_WorldViewProjectionMatrix; | |
attribute vec3 inPosition; | |
attribute vec3 inNormal; | |
attribute vec2 inTexCoord; | |
varying vec2 texCoord; | |
#ifdef TRI_PLANAR_MAPPING | |
varying vec4 vVertex; | |
varying vec3 vNormal; | |
#endif | |
void main(){ | |
gl_Position = g_WorldViewProjectionMatrix * vec4(inPosition, 1.0); | |
texCoord = inTexCoord; | |
#ifdef TRI_PLANAR_MAPPING | |
vVertex = vec4(inPosition,0.0); | |
vNormal = inNormal; | |
#endif | |
} |