attribute vec3 a_position; attribute vec3 a_normal; attribute vec2 a_colorTexCoords; uniform mat4 modelView; uniform mat4 projection; uniform mat4 pivotTransform; uniform float zScale; varying vec2 v_colorTexCoords; varying float v_intensity; const vec4 kNormalizedLightDir = vec4(0.3162, 0.0, 0.9486, 0.0); void main() { vec4 pos = vec4(a_position, 1.0) * modelView; vec4 normal = vec4(a_position + a_normal, 1.0) * modelView; normal.xyw = (normal * projection).xyw; normal.z = normal.z * zScale; pos.xyw = (pos * projection).xyw; pos.z = a_position.z * zScale; vec4 normDir = normal - pos; if (dot(normDir, normDir) != 0.0) v_intensity = max(0.0, -dot(kNormalizedLightDir, normalize(normDir))); else v_intensity = 0.0; gl_Position = pivotTransform * pos; v_colorTexCoords = a_colorTexCoords; }