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- attribute vec3 position3DHigh;
- attribute vec3 position3DLow;
- attribute vec3 normal;
- attribute vec3 tangent;
- attribute vec3 binormal;
- attribute vec2 st;
- varying vec3 v_positionEC;
- varying vec3 v_normalEC;
- varying vec3 v_tangentEC;
- varying vec3 v_binormalEC;
- varying vec2 v_st;
- void main()
- {
- vec4 p = czm_computePosition();
- v_positionEC = (czm_modelViewRelativeToEye * p).xyz; // position in eye coordinates
- v_normalEC = czm_normal * normal; // normal in eye coordinates
- v_tangentEC = czm_normal * tangent; // tangent in eye coordinates
- v_binormalEC = czm_normal * binormal; // binormal in eye coordinates
- v_st = st;
-
- gl_Position = czm_modelViewProjectionRelativeToEye * p;
- }
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