standard_vtxos.glsl (352B)
1 vec4 v4_pos = vec4(position, 1.0); 2 // data_out.normal = normal; 3 // data_out.position = position; 4 5 data_out.normal = mat3(transpose(inverse(model_view))) * normal; 6 data_out.position = vec3(model_view * v4_pos); 7 data_out.color_smooth = data_out.color = color; 8 data_out.shadow_coord = depth_mvp * v4_pos; 9 // TODO: move shadow coord calc from frag to here