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1uniform float m_tilingFactor;
2uniform mat4 g_WorldViewProjectionMatrix;
3uniform mat4 g_WorldMatrix;
4uniform mat3 g_NormalMatrix;
5
6uniform float m_terrainSize;
7
8attribute vec4 inTexCoord;
9attribute vec3 inNormal;
10attribute vec3 inPosition;
11
12varying vec3 normal;
13varying vec4 position;
14
15void main()
16{
17 	normal = normalize(inNormal);
18 	position = g_WorldMatrix * vec4(inPosition, 0.0);
19    gl_Position = g_WorldViewProjectionMatrix * vec4(inPosition, 1);
20}
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23