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uniform mat4 ModelViewProjectionMatrix;
#ifdef MESH_SHADER
uniform mat4 ModelViewMatrix;
# ifndef USE_ATTR
uniform mat4 ModelMatrix;
# endif
#endif
in vec3 pos;
in vec3 nor;
#ifdef MESH_SHADER
out vec3 worldPosition;
out vec3 viewPosition;
out vec3 worldNormal;
out vec3 viewNormal;
#endif
void main()
{
gl_Position = ModelViewProjectionMatrix * vec4(pos, 1.0);
#ifdef MESH_SHADER
viewPosition = (ModelViewMatrix * vec4(pos, 1.0)).xyz;
worldPosition = (ModelMatrix * vec4(pos, 1.0)).xyz;
worldNormal = normalize(transform_normal_object_to_world(nor));
/* No need to normalize since this is just a rotation. */
viewNormal = transform_normal_world_to_view(worldNormal);
# ifdef USE_ATTR
pass_attr(pos);
# endif
#endif
}
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