18 lines
436 B
GLSL
18 lines
436 B
GLSL
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uniform mat4 g_ModelViewMatrix;
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uniform mat4 g_ModelViewProjectionMatrix;
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attribute vec3 a_Position;
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attribute vec4 a_Color;
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varying vec4 v_ScreenPos;
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varying vec4 v_ScreenNorm;
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void main() {
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gl_Position = mul(vec4(a_Position, 1.0), g_ModelViewProjectionMatrix);
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vec3 normal = normalize(a_Color.rgb * 2.0 - 1.0);
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v_ScreenPos = gl_Position;
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v_ScreenNorm = mul(vec4(normal, 0.0), g_ModelViewProjectionMatrix);
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}
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