#version 100 // Input vertex attributes attribute vec3 vertexPosition; attribute vec2 vertexTexCoord; attribute vec3 vertexNormal; attribute vec4 vertexColor; // Input uniform values uniform mat4 mvp; uniform mat4 matModel; // Output vertex attributes (to fragment shader) varying vec3 fragPosition; varying vec2 fragTexCoord; varying vec4 fragColor; varying vec3 fragNormal; // NOTE: Add here your custom variables // https://github.com/glslify/glsl-inverse mat3 inverse(mat3 m) { float a00 = m[0][0], a01 = m[0][1], a02 = m[0][2]; float a10 = m[1][0], a11 = m[1][1], a12 = m[1][2]; float a20 = m[2][0], a21 = m[2][1], a22 = m[2][2]; float b01 = a22*a11 - a12*a21; float b11 = -a22*a10 + a12*a20; float b21 = a21*a10 - a11*a20; float det = a00*b01 + a01*b11 + a02*b21; return mat3(b01, (-a22*a01 + a02*a21), (a12*a01 - a02*a11), b11, (a22*a00 - a02*a20), (-a12*a00 + a02*a10), b21, (-a21*a00 + a01*a20), (a11*a00 - a01*a10))/det; } // https://github.com/glslify/glsl-transpose mat3 transpose(mat3 m) { return mat3(m[0][0], m[1][0], m[2][0], m[0][1], m[1][1], m[2][1], m[0][2], m[1][2], m[2][2]); } void main() { // Send vertex attributes to fragment shader fragPosition = vec3(matModel*vec4(vertexPosition, 1.0)); fragTexCoord = vertexTexCoord; fragColor = vertexColor; mat3 normalMatrix = transpose(inverse(mat3(matModel))); fragNormal = normalize(normalMatrix*vertexNormal); // Calculate final vertex position gl_Position = mvp*vec4(vertexPosition, 1.0); }