// // Simple passthrough vertex shader // attribute vec3 in_Position; // (x,y,z) attribute vec3 in_Normal; // (x,y,z) unused in this shader. attribute vec4 in_Colour; // (r,g,b,a) attribute vec2 in_TextureCoord; // (u,v) varying vec2 v_vTexcoord; varying vec4 v_vColour; varying vec3 v_vNormal; varying vec3 v_worldPosition; 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_VIEW_PROJECTION] * object_space_pos).xyz; v_vColour = in_Colour; v_vTexcoord = in_TextureCoord; vec3 worldNormal = normalize(gm_Matrices[MATRIX_WORLD] * vec4(in_Normal, 0.)).xyz; v_vNormal = worldNormal; }