2023-10-06 18:08:36 +01:00

20 lines
381 B
GLSL

precision mediump float;
uniform vec3 u_lightWorldPos;
uniform mat4 u_worldViewProjection;
uniform mat4 u_worldInverseTranspose;
uniform vec4 u_fillColour;
uniform vec3 u_cameraDir;
attribute vec3 position;
attribute vec2 texcoord;
attribute vec3 normal;
varying vec3 v_normal;
void main() {
v_normal = normal;
gl_Position = u_worldViewProjection * vec4(position, 1.0);
}