#import "Common/ShaderLib/Skinning.glsllib" 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(g_NormalMatrix * modelSpaceNormals); gl_Position = g_WorldViewProjectionMatrix * modelSpacePos; }