1uniform mat4 g_WorldViewProjectionMatrix; 2uniform mat3 g_NormalMatrix; 3 4attribute vec3 inPosition; 5attribute vec3 inNormal; 6attribute vec4 inTexCoord; 7 8varying vec3 normal; 9varying vec2 texCoord; 10 11void main(void) 12{ 13 texCoord=inTexCoord.xy; 14 normal = normalize(g_NormalMatrix * inNormal); 15 gl_Position = g_WorldViewProjectionMatrix * vec4(inPosition,1.0); 16}