23 lines
478 B
GLSL
23 lines
478 B
GLSL
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uniform float m_tilingFactor;
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uniform mat4 g_WorldViewProjectionMatrix;
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uniform mat4 g_WorldMatrix;
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uniform mat3 g_NormalMatrix;
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uniform float m_terrainSize;
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attribute vec4 inTexCoord;
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attribute vec3 inNormal;
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attribute vec3 inPosition;
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varying vec3 normal;
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varying vec4 position;
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void main()
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{
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normal = normalize(inNormal);
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position = g_WorldMatrix * vec4(inPosition, 0.0);
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gl_Position = g_WorldViewProjectionMatrix * vec4(inPosition, 1);
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}
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