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} 21 22 23