18 lines
318 B
GLSL

uniform float scale;
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(scale * pos, 1);
pos_i = gl_Position.xyz;
normal_i = modelview * vec4(normal, 1);
}