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uniform sampler2D sampler2d;
uniform mat4 uMatrix;
uniform mat4 uRotM;
uniform vec4 uIndex;
attribute vec4 aPosition;
attribute vec4 aTexCoord;
attribute mat4 aTransM;
varying vec4 vTexCoord;
varying vec4 vNormal;
void main()
{
vTexCoord = aTexCoord;// + texture2D(sampler2d, aTexCoord.xy);
gl_Position = uMatrix * aPosition;// * vec4(0.5,0.5,0.5,1);
//gl_Position = aPosition;
//gl_Position = aTransM * gl_Position;
//gl_Position = aPosition * vec4(0.2, 0.2, 0.2, 1);
vNormal = aPosition / vec4(vec3(1.732050807568877),1);
gl_PointSize = aTexCoord.z;
//vNormal = vec4(vec3(0.01),1);
//vNormal = (uRotM * vec4(vNormal, 0)).xyz;
}
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