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