23 lines
458 B
GLSL
23 lines
458 B
GLSL
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uniform mat4 g_WorldViewProjectionMatrix;
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attribute vec3 inPosition;
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attribute vec3 inNormal;
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attribute vec2 inTexCoord;
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varying vec2 texCoord;
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#ifdef TRI_PLANAR_MAPPING
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varying vec4 vVertex;
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varying vec3 vNormal;
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#endif
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void main(){
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gl_Position = g_WorldViewProjectionMatrix * vec4(inPosition, 1.0);
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texCoord = inTexCoord;
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#ifdef TRI_PLANAR_MAPPING
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vVertex = vec4(inPosition,0.0);
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vNormal = inNormal;
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#endif
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}
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