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      1 uniform float m_tilingFactor;
      2 uniform mat4 g_WorldViewProjectionMatrix;
      3 uniform mat4 g_WorldMatrix;
      4 uniform mat3 g_NormalMatrix;
      5 
      6 uniform float m_terrainSize;
      7 
      8 attribute vec4 inTexCoord;
      9 attribute vec3 inNormal;
     10 attribute vec3 inPosition;
     11 
     12 varying vec3 normal;
     13 varying vec4 position;
     14 
     15 void main()
     16 {
     17  	normal = normalize(inNormal);
     18  	position = g_WorldMatrix * vec4(inPosition, 0.0);
     19     gl_Position = g_WorldViewProjectionMatrix * vec4(inPosition, 1);
     20 }
     21 
     22 
     23