wfobj-view/v_shader.glsl

14 lines
284 B
GLSL

attribute vec3 pos;
attribute vec3 normal;
varying vec3 eye_pos_i;
varying vec3 normal_i;
void main(void)
{
gl_Position = gl_ModelViewProjectionMatrix * vec4(pos, 1);
eye_pos_i = vec3(gl_Position.x, gl_Position.y, gl_Position.z);
normal_i = gl_NormalMatrix * normal;
}