cellShading.vertex.fx 504 B

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  1. #ifdef GL_ES
  2. precision mediump float;
  3. #endif
  4. // Attributes
  5. attribute vec3 position;
  6. attribute vec3 normal;
  7. attribute vec2 uv;
  8. // Uniforms
  9. uniform mat4 world;
  10. uniform mat4 worldViewProjection;
  11. // Normal
  12. varying vec3 vPositionW;
  13. varying vec3 vNormalW;
  14. varying vec2 vUV;
  15. void main(void) {
  16. vec4 outPosition = worldViewProjection * vec4(position, 1.0);
  17. gl_Position = outPosition;
  18. vPositionW = vec3(world * vec4(position, 1.0));
  19. vNormalW = normalize(vec3(world * vec4(normal, 0.0)));
  20. vUV = uv;
  21. }