double-hit-balls/assets/simple_shading.vertex

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attribute vec3 vPosition;
attribute vec3 Normal;
attribute vec2 vTexCoord;
uniform mat4 ProjectionMatrix;
varying vec2 texCoord;
varying vec3 fragNormal;
void main() {
gl_Position = ProjectionMatrix * vec4(vPosition.xyz, 1.0);
texCoord = vTexCoord;
fragNormal = Normal;
}