uniform mat4 cvfu_modelViewProjectionMatrix; uniform mat4 cvfu_modelViewMatrix; uniform mat3 cvfu_normalMatrix; uniform mat4 u_transformationMatrix; attribute vec4 cvfa_vertex; attribute vec3 cvfa_normal; varying float v_diffuse; //-------------------------------------------------------------------------------------------------- /// Vertex Shader - Vector Drawer //-------------------------------------------------------------------------------------------------- void main () { #ifdef CVF_CALC_CLIP_DISTANCES_IMPL vec4 ecPosition = cvfu_modelViewMatrix*u_transformationMatrix*cvfa_vertex; calcClipDistances(ecPosition); #endif // Transforms vertex position and normal vector to eye space mat3 mat3_transMatr = mat3(u_transformationMatrix); gl_Position = cvfu_modelViewProjectionMatrix*u_transformationMatrix*cvfa_vertex; v_diffuse = abs(normalize(cvfu_normalMatrix*mat3_transMatr*cvfa_normal).z); }