1 attribute mediump vec3 aPosition;
2 uniform mediump mat4 uModelView;
3 uniform mediump mat4 uModelMatrix;
4 uniform mediump mat4 uViewMatrix;
5 uniform mediump mat4 uProjection;
6 uniform mediump mat4 uMvpMatrix;
7 varying mediump vec3 vTexCoord;
11 vTexCoord.x = aPosition.x;
12 vTexCoord.y = -aPosition.y; // convert to GL coords
13 vTexCoord.z = aPosition.z;
15 mediump vec4 vertexPosition = vec4(aPosition, 1.0);
16 vec4 clipSpacePosition = uProjection * mat4(mat3(uModelView)) * vertexPosition;
17 // Writes 1.0, the maximum depth value, into the depth buffer.
18 // This is an optimization to avoid running the fragment shader
19 // for the pixels hidden by the scene's objects.
20 gl_Position = clipSpacePosition.xyww;