void main() { vec4 color; calcLightning(color); gl_FragColor = color; }
void main() { highp vec4 position = vec4(a_position.x / u_shortFloatFactor, a_position.y / u_shortFloatFactor, a_position.z / u_shortFloatFactor, 1); v_uv = vec2(a_uv.x / u_shortFloatFactor, a_uv.y / u_shortFloatFactor); calcLightning(position, vec4(a_normal.x / u_shortFloatFactor, a_normal.y / u_shortFloatFactor, a_normal.z / u_shortFloatFactor, 1)); gl_Position = u_modelViewProjectionMatrix *position; }
void main() { highp vec4 position = vec4(a_position.x, a_position.y, a_position.z, 1); gl_Position = u_modelViewProjectionMatrix *position; highp float lx = abs(u_maxBounds.x - u_minBounds.x); highp float ly = abs(u_maxBounds.y - u_minBounds.y); highp vec4 transformedPosition = u_modelViewMatrix*position; calcLightning(transformedPosition, vec4(a_normal.x, a_normal.y, a_normal.z, 1)); v_uv = vec2((transformedPosition.x - u_minBounds.x) / lx , 1.0 - (transformedPosition.y - u_minBounds.y) / ly); }