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- #version 100
-
- // Input vertex attributes
- attribute vec3 vertexPosition;
-
- // Input uniform values
- uniform mat4 matProjection;
- uniform mat4 matView;
-
- // Output vertex attributes (to fragment shader)
- varying vec3 fragPosition;
-
- void main()
- {
- // Calculate fragment position based on model transformations
- fragPosition = vertexPosition;
-
- // Remove translation from the view matrix
- mat4 rotView = mat4(mat3(matView));
- vec4 clipPos = matProjection*rotView*vec4(vertexPosition, 1.0);
-
- // Calculate final vertex position
- gl_Position = clipPos;
- }
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