| /* |
| * Copyright (C) 2013 The Android Open Source Project |
| * |
| * Licensed under the Apache License, Version 2.0 (the "License"); you may not use this file except |
| * in compliance with the License. You may obtain a copy of the License at |
| * |
| * http://www.apache.org/licenses/LICENSE-2.0 |
| * |
| * Unless required by applicable law or agreed to in writing, software distributed under the License |
| * is distributed on an "AS IS" BASIS, WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express |
| * or implied. See the License for the specific language governing permissions and limitations under |
| * the License. |
| */ |
| uniform mat4 u_MVPMatrix; |
| uniform mat4 u_MVMatrix; |
| attribute vec4 a_Position; |
| attribute vec3 a_Normal; |
| attribute vec2 a_TexCoordinate; |
| varying vec3 v_Position; |
| varying vec3 v_Normal; |
| varying vec2 v_TexCoordinate; |
| void main() { |
| // Transform the vertex into eye space. |
| v_Position = vec3(u_MVMatrix * a_Position); |
| // Pass through the texture coordinate. |
| v_TexCoordinate = a_TexCoordinate; |
| // Transform the normal\'s orientation into eye space. |
| v_Normal = vec3(u_MVMatrix * vec4(a_Normal, 0.0)); |
| // Multiply to get the final point in normalized screen coordinates. |
| gl_Position = u_MVPMatrix * a_Position; |
| } |