$input a_position, a_normal, a_texcoord0 $output v_normal, v_texcoord0 /* * Copyright 2018 Attila Kocsis. All rights reserved. * License: https://github.com/bkaradzic/bgfx/blob/master/LICENSE */ #include "../common/common.sh" void main() { // Calculate vertex position vec3 pos = a_position.xyz; gl_Position = mul(u_modelViewProj, vec4(pos, 1.0) ); // Calculate normal. Note that compressed normal is stored in the vertices vec3 normalObjectSpace = a_normal.xyz*2.0+-1.0; // Normal is stored in [0,1], remap to [-1,1]. // Transform normal into world space. vec3 normalWorldSpace = mul(u_model[0], vec4(normalObjectSpace, 0.0) ).xyz; // Normalize to remove (uniform...) scaling, however, recompress v_normal.xyz = normalize(normalWorldSpace)*0.5+0.5; v_texcoord0 = a_texcoord0 * 16.0; }