21 lines
397 B
GLSL
21 lines
397 B
GLSL
#version 100
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precision highp float;
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attribute vec4 a_position;
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varying vec4 v_position;
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varying vec3 v_viewDir;
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varying vec4 v_coord;
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varying vec4 v_cameraPos;
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uniform mat4 u_mvpMtx;
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uniform mat4 u_modelMtx;
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uniform vec3 u_cameraPos;
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void main(){
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gl_Position = u_mvpMtx * a_position;
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v_coord = gl_Position;
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v_position = (u_modelMtx*a_position);
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v_viewDir = u_cameraPos - v_position.xyz;
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}
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