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1uniform mat4 g_WorldViewProjectionMatrix;
2attribute vec3 inPosition;
3
4#if defined(HAS_COLORMAP) || (defined(HAS_LIGHTMAP) && !defined(SEPARATE_TEXCOORD))
5    #define NEED_TEXCOORD1
6#endif
7
8#ifdef NEED_TEXCOORD1
9    attribute vec3 inTexCoord;
10    varying vec3 texCoord1;
11#endif
12
13#ifdef SEPARATE_TEXCOORD
14    attribute vec3 inTexCoord2;
15    varying vec3 texCoord2;
16#endif
17
18#ifdef HAS_VERTEXCOLOR
19    attribute vec4 inColor;
20    varying vec4 vertColor;
21#endif
22
23void main(){
24    #ifdef NEED_TEXCOORD1
25        texCoord1 = inTexCoord;
26    #endif
27
28    #ifdef SEPARATE_TEXCOORD
29        texCoord2 = inTexCoord2;
30    #endif
31
32    #ifdef HAS_VERTEXCOLOR
33        vertColor = inColor;
34    #endif
35
36    gl_Position = g_WorldViewProjectionMatrix * vec4(inPosition, 1.0);
37}
38
39