precision highp float; // Attributes attribute vec3 position; attribute vec3 normal; // Uniforms uniform mat4 projection; uniform mat4 world; uniform mat4 view; uniform mat4 worldView; // Varying #ifdef TRANSPARENT varying vec4 vCameraSpacePosition; #endif varying vec3 vPosition; varying vec3 vNormal; #include void main(void) { #ifdef FOG vec4 worldPos = world * vec4(position, 1.0); #endif #include vec4 cameraSpacePosition = worldView * vec4(position, 1.0); gl_Position = projection * cameraSpacePosition; #ifdef TRANSPARENT vCameraSpacePosition = cameraSpacePosition; #endif vPosition = position; vNormal = normal; }