uniform mediump mat4 uViewMatrix;\n
uniform mediump mat3 uNormalMatrix;\n
uniform mediump mat4 uObjectMatrix;\n
- uniform mediump vec3 uLightPosition;\n
+ uniform mediump vec3 lightPosition;\n
uniform mediump vec2 uStageOffset;\n
void main()\n
vec4 mvVertexPosition = uModelView * normalisedVertexPosition;\n
vec3 normal = uNormalMatrix * mat3( uObjectMatrix ) * aNormal;\n
- vec4 lightPosition = vec4( ( uLightPosition.xy - uStageOffset ), uLightPosition.z, 1.0 );\n
- lightPosition = uViewMatrix * lightPosition;\n
- vec3 vectorToLight = normalize( lightPosition.xyz - mvVertexPosition.xyz );\n
+ vec4 mvLightPosition = vec4( ( lightPosition.xy - uStageOffset ), lightPosition.z, 1.0 );\n
+ mvLightPosition = uViewMatrix * mvLightPosition;\n
+ vec3 vectorToLight = normalize( mvLightPosition.xyz - mvVertexPosition.xyz );\n
float lightDiffuse = max( dot( vectorToLight, normal ), 0.0 );\n
vIllumination = vec3( lightDiffuse * 0.5 + 0.5 );\n