17 lines
295 B
GLSL

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