forked from mirrors/principia
29 lines
532 B
Text
29 lines
532 B
Text
attribute vec3 position;
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attribute vec3 normal;
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attribute vec2 texcoord;
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uniform mat4 M;
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uniform mat4 MVP;
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uniform mat3 N;
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UNIFORMS
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varying lowp vec3 FS_texcoord_diffuse;
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VARYINGS
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uniform vec4 scale;
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void main(void)
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{
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vec4 _pos = M*vec4(position, 1.);
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vec4 pos = MVP*vec4(position, 1.);
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FS_texcoord_diffuse = vec3(
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_pos.x*.125 + _pos.z*.125*scale.x,
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_pos.y*.125 + _pos.z*.125*scale.y,
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max(dot(LIGHT, normal)*_DIFFUSE, 0.)
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);
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SET_SHADOW
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gl_Position = pos;
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}
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