globe/src/shaders/earth.vert

23 lines
556 B
GLSL

#define EARTH
varying vec3 vViewPosition;
varying vec3 vLightDirection;
varying vec2 vUv;
varying vec3 vEyeNormal;
#include <common>
#include <normal_pars_vertex>
uniform vec3 light;
void main() {
#include <beginnormal_vertex>
#include <defaultnormal_vertex>
#include <normal_vertex>
#include <begin_vertex>
#include <project_vertex>
vViewPosition = - mvPosition.xyz;
vLightDirection = (viewMatrix * vec4(light, 0.)).xyz;
vec4 viewPos = modelViewMatrix * vec4(position, 1.0);
vEyeNormal = (modelViewMatrix * vec4(normal, 0.)).xyz;
vUv = uv;
}