2 //#extension GL_ARB_separate_shader_objects : enable
5 uniform mat4 mmviewproj;
9 // varying vec3 normal;
11 varying vec2 tex_coord;
12 varying vec3 world_normal;
14 const vec3 lpos = vec3(-10.0, 100.0, 10.0);
17 layout(location = 1) in vec3 attr_pos;
18 layout(location = 2) in vec3 attr_normal;
19 layout(location = 3) in vec2 attr_tex;
23 gl_Position = mmviewproj * vec4(attr_pos, 1.0);
25 pos = (mview * vec4(attr_pos, 1.0)).xyz;
26 // ldir = (mview * vec4(lpos, 1.0)).xyz;
28 // mat3 normal_matrix = mat3(mview);
29 // normal = normal_matrix * attr_normal;
32 world_normal = (mmod * vec4(attr_normal, 1.0)).xyz;