20 lines
381 B
GLSL
20 lines
381 B
GLSL
uniform mat4 ModelViewProjectionMatrix;
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uniform mat4 TransposeInverseModelView;
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#if __VERSION__ >= 130
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in vec3 Position;
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in vec3 Normal;
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out vec3 nor;
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#else
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attribute vec3 Position;
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attribute vec3 Normal;
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varying vec3 nor;
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#endif
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void main(void)
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{
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gl_Position = ModelViewProjectionMatrix * vec4(Position, 1.);
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nor = (TransposeInverseModelView * vec4(Normal, 0.)).xyz;
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}
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