#ifdef GL_ES precision highp float; #else #define highp #define mediump #define lowp #endif attribute vec4 a_pos; attribute vec2 a_uv0; attribute vec3 a_normal; #ifdef SUPPORTED_GL_OES_30 attribute mat4 a_model; #else uniform mat4 u_model; #define a_model u_model #endif uniform mat4 u_projectionView; uniform mat4 u_view; #ifdef SHADOWMAP uniform mat4 u_shadowProjectionView; #endif #ifdef LIGHTMAP varying vec4 v_texCoord; #else varying vec2 v_texCoord; #endif #ifdef SHADOWMAP varying vec4 v_shadowPosition; #endif #ifdef STENCIL uniform vec4 u_stencilScaleOffset; varying vec2 v_texCoordStencil; #endif varying highp vec3 v_normal; void main(void) { vec4 pos = a_model * a_pos; v_texCoord.xy = a_uv0; v_normal = normalize(vec3(u_view * (a_model * vec4(a_normal, 0.0)))); #ifdef LIGHTMAP v_texCoord.zw = v_normal.xy * vec2(0.5, -0.5) + vec2(0.5, 0.5); #endif #ifdef SHADOWMAP v_shadowPosition = u_shadowProjectionView * pos; #endif #ifdef STENCIL v_texCoordStencil = a_uv0 * u_stencilScaleOffset.xy + u_stencilScaleOffset.zw; #endif gl_Position = u_projectionView * pos; }