attribute vec3 position; | |
attribute vec3 normal; | |
uniform mat4 ModelViewProjectionMatrix; | |
uniform mat4 NormalMatrix; | |
varying vec3 Normal; | |
void main(void) | |
{ | |
// Transform the normal to eye coordinates | |
Normal = normalize(vec3(NormalMatrix * vec4(normal, 1.0))); | |
// Transform the position to clip coordinates | |
gl_Position = ModelViewProjectionMatrix * vec4(position, 1.0); | |
} |