attribute vec3 in_Position; attribute vec3 in_Normal; attribute vec2 in_TextureCoord; attribute vec4 in_Colour; attribute vec3 in_Barycentric; varying vec2 v_vTexcoord; varying vec4 v_vColour; varying vec3 v_vNormal; varying vec3 v_barycentric; varying vec4 v_worldPosition; varying vec3 v_viewPosition; varying float v_cameraDistance; uniform float planeNear; uniform float planeFar; void main() { vec4 object_space_pos = vec4( in_Position.x, in_Position.y, in_Position.z, 1.0); gl_Position = gm_Matrices[MATRIX_WORLD_VIEW_PROJECTION] * object_space_pos; v_worldPosition = gm_Matrices[MATRIX_WORLD] * object_space_pos; v_viewPosition = gl_Position.xyz; v_vColour = in_Colour; v_vTexcoord = in_TextureCoord; vec3 worldNormal = normalize(gm_Matrices[MATRIX_WORLD] * vec4(in_Normal, 0.)).xyz; v_vNormal = worldNormal; float depthRange = abs(planeFar - planeNear); float ndcDepth = (gl_Position.z - planeNear) / depthRange; v_cameraDistance = ndcDepth * 0.5 + 0.5; v_barycentric = in_Barycentric; }