uniform mat4 g_WorldViewProjectionMatrix; attribute vec3 inPosition; attribute vec3 inNormal; attribute vec2 inTexCoord; varying vec2 texCoord; #ifdef TRI_PLANAR_MAPPING varying vec4 vVertex; varying vec3 vNormal; #endif void main(){ gl_Position = g_WorldViewProjectionMatrix * vec4(inPosition, 1.0); texCoord = inTexCoord; #ifdef TRI_PLANAR_MAPPING vVertex = vec4(inPosition,0.0); vNormal = inNormal; #endif }