attribute highp vec3 vertexPosition_mdl; attribute highp vec2 vertexUV; attribute highp vec3 vertexNormal_mdl; uniform highp mat4 MVP; uniform highp mat4 V; uniform highp mat4 M; uniform highp mat4 itM; uniform highp vec3 lightPosition_wrld; varying highp vec3 position_wrld; varying highp vec3 normal_cmr; varying highp vec3 eyeDirection_cmr; varying highp vec3 lightDirection_cmr; varying highp vec2 coords_mdl; void main() { gl_Position = MVP * vec4(vertexPosition_mdl, 1.0); coords_mdl = vertexPosition_mdl.xy; position_wrld = (M * vec4(vertexPosition_mdl, 1.0)).xyz; vec3 vertexPosition_cmr = (V * M * vec4(vertexPosition_mdl, 1.0)).xyz; eyeDirection_cmr = vec3(0.0, 0.0, 0.0) - vertexPosition_cmr; vec3 lightPosition_cmr = (V * vec4(lightPosition_wrld, 1.0)).xyz; lightDirection_cmr = lightPosition_cmr + eyeDirection_cmr; normal_cmr = (V * itM * vec4(vertexNormal_mdl, 0.0)).xyz; }