uniform mat4 cvfu_modelViewProjectionMatrix; uniform mat4 cvfu_modelViewMatrix; uniform mat3 cvfu_normalMatrix; attribute vec4 cvfa_vertex; attribute vec3 cvfa_normal; attribute vec2 cvfa_texCoord; varying vec3 v_ecPosition; varying vec3 v_ecNormal; varying vec2 v_texCoord; //-------------------------------------------------------------------------------------------------- /// Vertex Shader - Standard //-------------------------------------------------------------------------------------------------- void main () { #ifdef CVF_CALC_SHADOW_COORD_IMPL calcShadowCoord(); #endif // Transforms vertex position and normal vector to eye space v_ecPosition = (cvfu_modelViewMatrix * cvfa_vertex).xyz; v_ecNormal = cvfu_normalMatrix * cvfa_normal; v_texCoord = cvfa_texCoord; #ifdef CVF_CALC_CLIP_DISTANCES_IMPL calcClipDistances(vec4(v_ecPosition, 1)); #endif gl_Position = cvfu_modelViewProjectionMatrix*cvfa_vertex; }