24 lines
693 B
GLSL
Raw Normal View History

#import "Common/ShaderLib/Instancing.glsllib"
#import "Common/ShaderLib/Skinning.glsllib"
// These are included in the above now
//uniform mat4 g_WorldViewProjectionMatrix;
//uniform mat3 g_NormalMatrix;
attribute vec3 inPosition;
attribute vec3 inNormal;
attribute vec4 inTexCoord;
varying vec3 normal;
varying vec2 texCoord;
void main(void)
{
texCoord=inTexCoord.xy;
vec4 modelSpacePos = vec4(inPosition, 1.0);
vec3 modelSpaceNormals = inNormal;
#ifdef NUM_BONES
Skinning_Compute(modelSpacePos,modelSpaceNormals);
#endif
normal = normalize(TransformNormal(modelSpaceNormals));
gl_Position = g_WorldViewProjectionMatrix * modelSpacePos;
}