uniform mat4 g_WorldViewProjectionMatrix; | |
attribute vec3 inPosition; | |
#if defined(HAS_COLORMAP) || (defined(HAS_LIGHTMAP) && !defined(SEPARATE_TEXCOORD)) | |
#define NEED_TEXCOORD1 | |
#endif | |
#ifdef NEED_TEXCOORD1 | |
attribute vec2 inTexCoord; | |
varying vec2 texCoord1; | |
#endif | |
#ifdef SEPARATE_TEXCOORD | |
attribute vec2 inTexCoord2; | |
varying vec2 texCoord2; | |
#endif | |
#ifdef HAS_VERTEXCOLOR | |
attribute vec4 inColor; | |
varying vec4 vertColor; | |
#endif | |
void main(){ | |
#ifdef NEED_TEXCOORD1 | |
texCoord1 = inTexCoord; | |
#endif | |
#ifdef SEPARATE_TEXCOORD | |
texCoord2 = inTexCoord2; | |
#endif | |
#ifdef HAS_VERTEXCOLOR | |
vertColor = inColor; | |
#endif | |
gl_Position = g_WorldViewProjectionMatrix * vec4(inPosition, 1.0); | |
} |