20 lines
376 B
GLSL
20 lines
376 B
GLSL
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uniform mat4 projection;
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uniform mat4 modelview;
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attribute vec3 pos;
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attribute vec3 normal;
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attribute vec2 tex_coord;
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varying vec3 pos_i;
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varying vec3 normal_i;
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varying vec2 tex_coord_i;
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void main(void)
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{
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gl_Position = projection * modelview * vec4(pos, 1);
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pos_i = gl_Position.xyz;
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tex_coord_i = tex_coord;
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normal_i = (modelview * vec4(normal, 0)).xyz;
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}
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