blob: 90c0ac23b30906a48dac19bce6c37e5c7d6a2311 [file] [log] [blame]
uniform highp mat4 MVP;
uniform highp mat4 V;
uniform highp mat4 M;
uniform highp mat4 itM;
uniform highp vec3 lightPosition_wrld;
attribute highp vec3 vertexPosition_mdl;
attribute highp vec2 vertexUV;
attribute highp vec3 vertexNormal_mdl;
varying highp vec3 lightPosition_wrld_frag;
varying highp vec2 UV;
varying highp vec3 position_wrld;
varying highp vec3 normal_cmr;
varying highp vec3 eyeDirection_cmr;
varying highp vec3 lightDirection_cmr;
void main() {
gl_Position = MVP * vec4(vertexPosition_mdl, 1.0);
position_wrld = vec4(M * vec4(vertexPosition_mdl, 1.0)).xyz;
vec3 vertexPosition_cmr = vec4(V * M * vec4(vertexPosition_mdl, 1.0)).xyz;
eyeDirection_cmr = vec3(0.0, 0.0, 0.0) - vertexPosition_cmr;
vec3 lightPosition_cmr = vec4(V * vec4(lightPosition_wrld, 1.0)).xyz;
lightDirection_cmr = lightPosition_cmr + eyeDirection_cmr;
normal_cmr = vec4(V * itM * vec4(vertexNormal_mdl, 0.0)).xyz;
UV = vertexUV;
lightPosition_wrld_frag = lightPosition_wrld;
}