26 lines
689 B
GLSL
26 lines
689 B
GLSL
precision mediump float;
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attribute vec2 aVertexPosition;
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uniform mat4 uModelMatrix;
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uniform mat4 uViewMatrix;
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uniform mat4 uProjectionMatrix;
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uniform vec3 uCameraPosition;
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uniform vec3 uLightPosition;
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varying vec4 clipSpace;
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varying vec2 uv;
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varying vec3 toCameraVector;
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varying vec3 fromLightVector;
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const float tiling = 8.0;
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void main() {
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vec4 worldPosition = uModelMatrix * vec4(aVertexPosition.x, 0.0, aVertexPosition.y, 1.0);
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clipSpace = uProjectionMatrix * uViewMatrix * worldPosition;
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gl_Position = clipSpace;
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uv = (aVertexPosition / 2.0 + 0.5) * tiling;
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toCameraVector = uCameraPosition - worldPosition.xyz;
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fromLightVector = worldPosition.xyz - uLightPosition;
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}
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