varying vec3 worldNormal; | |
// This is where actual shader code begins | |
void main() { | |
vec4 worldPos = UNI_model * ATTRIB_position; | |
gl_Position = UNI_proj * worldPos; | |
mat3 model3 = mat3(UNI_model[0].xyz, UNI_model[1].xyz, UNI_model[2].xyz); | |
worldNormal = model3 * ATTRIB_normal; | |
} |