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#version 300 es
/*
Copyright (c) 2019 The Khronos Group Inc.
Use of this source code is governed by an MIT-style license that can be
found in the LICENSE.txt file.
*/
in vec4 a_vertex;
in vec3 a_normal;
uniform Transform {
mat4 u_modelViewMatrix;
mat4 u_projectionMatrix;
mat3 u_normalMatrix;
};
out vec3 normal;
out vec4 ecPosition;
void main()
{
normal = normalize(u_normalMatrix * a_normal);
ecPosition = u_modelViewMatrix * a_vertex;
gl_Position = u_projectionMatrix * ecPosition;
}