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attribute vec3 vertexPosition;
attribute vec3 vertexNormal;
attribute vec3 vertexPositionTarget;
attribute vec3 vertexNormalTarget;
varying vec3 worldPosition;
varying vec3 worldNormal;
uniform mat4 modelMatrix;
uniform mat3 modelNormalMatrix;
uniform mat4 modelViewProjection;
uniform float interpolator;
void main()
{
vec3 morphPos;
vec3 morphNormal;
if (interpolator > 0.0) {
// normalized
morphPos = mix(vertexPosition, vertexPositionTarget, interpolator);
morphNormal = normalize(mix(vertexNormal, vertexNormalTarget, interpolator));
} else {
// relative
morphPos = vertexPosition + vertexPositionTarget * abs(interpolator);
morphNormal = normalize(vertexNormal + vertexNormalTarget * abs(interpolator));
}
worldNormal = normalize( modelNormalMatrix * morphPos );
worldPosition = vec3( modelMatrix * vec4( morphPos, 1.0 ) );
gl_Position = modelViewProjection * vec4( morphPos, 1.0 );
}
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