uniform float m_tilingFactor; uniform mat4 g_WorldViewProjectionMatrix; uniform mat4 g_WorldMatrix; uniform mat3 g_NormalMatrix; uniform float m_terrainSize; attribute vec4 inTexCoord; attribute vec3 inNormal; attribute vec3 inPosition; varying vec3 normal; varying vec4 position; void main() { normal = normalize(inNormal); position = g_WorldMatrix * vec4(inPosition, 0.0); gl_Position = g_WorldViewProjectionMatrix * vec4(inPosition, 1); }