1/* 2 rs_matrix4x4 model; 3 rs_matrix4x4 viewProj; 4*/ 5 6varying vec3 varWorldPos; 7varying vec3 varWorldNormal; 8varying vec2 varTex0; 9 10// This is where actual shader code begins 11void main() { 12 vec4 objPos = ATTRIB_position; 13 vec4 worldPos = UNI_model * objPos; 14 gl_Position = UNI_viewProj * worldPos; 15 16 mat3 model3 = mat3(UNI_model[0].xyz, UNI_model[1].xyz, UNI_model[2].xyz); 17 vec3 worldNorm = model3 * ATTRIB_normal; 18 19 varWorldPos = worldPos.xyz; 20 varWorldNormal = worldNorm; 21 varTex0 = ATTRIB_texture0; 22} 23