21 lines
399 B
GLSL

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