#version 120 #extension GL_EXT_gpu_shader4 : require uniform highp mat4 MVP; uniform highp mat4 V; uniform highp mat4 M; uniform highp mat4 itM; uniform highp mat4 depthMVP; uniform highp vec3 lightPosition_wrld; attribute highp vec3 vertexPosition_mdl; attribute highp vec3 vertexNormal_mdl; attribute highp vec2 vertexUV; varying highp vec2 UV; varying highp vec3 position_wrld; flat varying highp vec3 normal_cmr; varying highp vec3 eyeDirection_cmr; varying highp vec3 lightDirection_cmr; varying highp vec4 shadowCoord; varying highp vec2 coords_mdl; const highp mat4 bias = mat4(0.5, 0.0, 0.0, 0.0, 0.0, 0.5, 0.0, 0.0, 0.0, 0.0, 0.5, 0.0, 0.5, 0.5, 0.5, 1.0); void main() { gl_Position = MVP * vec4(vertexPosition_mdl, 1.0); coords_mdl = vertexPosition_mdl.xy; shadowCoord = bias * depthMVP * vec4(vertexPosition_mdl, 1.0); position_wrld = vec4(M * vec4(vertexPosition_mdl, 1.0)).xyz; vec3 vertexPosition_cmr = vec4(V * M * vec4(vertexPosition_mdl, 1.0)).xyz; eyeDirection_cmr = vec3(0.0, 0.0, 0.0) - vertexPosition_cmr; lightDirection_cmr = vec4(V * vec4(lightPosition_wrld, 0.0)).xyz; normal_cmr = vec4(V * itM * vec4(vertexNormal_mdl, 0.0)).xyz; UV = vertexUV; }