ioef/code/renderergl2/glsl/pshadow_vp.glsl

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attribute vec4 attr_Position;
attribute vec3 attr_Normal;
uniform mat4 u_ModelViewProjectionMatrix;
varying vec3 var_Position;
varying vec3 var_Normal;
void main()
{
vec4 position = attr_Position;
gl_Position = u_ModelViewProjectionMatrix * position;
var_Position = position.xyz;
var_Normal = attr_Normal;
}