26 lines
517 B
GLSL
26 lines
517 B
GLSL
#version 300 es
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/*
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Copyright (c) 2019 The Khronos Group Inc.
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Use of this source code is governed by an MIT-style license that can be
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found in the LICENSE.txt file.
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*/
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in vec4 a_vertex;
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in vec3 a_normal;
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uniform Transform {
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mat4 u_modelViewMatrix;
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mat4 u_projectionMatrix;
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mat3 u_normalMatrix;
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};
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out vec3 normal;
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out vec4 ecPosition;
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void main()
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{
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normal = normalize(u_normalMatrix * a_normal);
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ecPosition = u_modelViewMatrix * a_vertex;
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gl_Position = u_projectionMatrix * ecPosition;
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}
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