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