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Graphics/hw8/shader.vert

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406 B

uniform mat4 uMatrix;
uniform mat4 invMatrix;
uniform mat3 transformation;
attribute float oid;
attribute vec3 aPos;
attribute vec3 normal;
varying float id;
varying vec3 glpos;
varying vec3 norm;
varying vec3 texPos;
void main() {
vec4 pos = uMatrix * vec4(aPos, 1.);
texPos = aPos;
gl_Position = pos ;
glpos = pos.xyz;
id = oid;
norm = normalize(vec4(normal,0.)*invMatrix).xyz;
}