22 lines
462 B
GLSL

precision highp float;
precision highp int;
attribute vec3 position;
attribute vec3 normal;
attribute vec2 uv;
uniform mat4 modelViewMatrix;
uniform mat4 projectionMatrix;
uniform mat3 normalMatrix;
varying vec3 vPosition;
varying vec3 vNormal;
void main() {
vec4 mvPosition = modelViewMatrix * vec4(position, 1.0);
gl_Position = projectionMatrix * mvPosition;
vPosition = vec3(mvPosition);
vNormal = normalize(normalMatrix * normal);
}