ioef/code/renderergl2/glsl/pshadow_vp.glsl

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attribute vec3 attr_Position;
attribute vec3 attr_Normal;
uniform mat4 u_ModelViewProjectionMatrix;
varying vec3 var_Position;
varying vec3 var_Normal;
void main()
{
gl_Position = u_ModelViewProjectionMatrix * vec4(attr_Position, 1.0);
var_Position = attr_Position;
var_Normal = attr_Normal * 2.0 - vec3(1.0);
}