23 lines
614 B
GLSL
23 lines
614 B
GLSL
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uniform mat4 g_ViewProjectionMatrix;
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attribute vec3 inPosition; // the world position
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attribute vec3 inTexCoord; // the model space position, relative to a corner
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attribute vec3 inTexCoord2; // the x,y,z scale to get from model space to 0->1 space
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attribute vec3 inNormal; // the view direction in model-space
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varying vec3 texCoord;
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varying vec3 vViewDir;
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varying vec3 boxScale;
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void main(){
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vec4 modelSpacePos = vec4(inPosition, 1.0);
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gl_Position = g_ViewProjectionMatrix * modelSpacePos;
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vViewDir = inNormal;
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texCoord = inTexCoord;
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boxScale = inTexCoord2;
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}
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