1uniform mat4 g_WorldViewProjectionMatrix;
2
3attribute vec3 inPosition;
4attribute vec3 inNormal;
5attribute vec2 inTexCoord;
6
7varying vec2 texCoord;
8
9#ifdef TRI_PLANAR_MAPPING
10  varying vec4 vVertex;
11  varying vec3 vNormal;
12#endif
13
14void main(){
15    gl_Position = g_WorldViewProjectionMatrix * vec4(inPosition, 1.0);
16    texCoord = inTexCoord;
17
18#ifdef TRI_PLANAR_MAPPING
19    vVertex = vec4(inPosition,0.0);
20    vNormal = inNormal;
21#endif
22
23}