TexturedMaterialAppearanceVS.glsl 494 B

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  1. attribute vec3 position3DHigh;
  2. attribute vec3 position3DLow;
  3. attribute vec3 normal;
  4. attribute vec2 st;
  5. varying vec3 v_positionEC;
  6. varying vec3 v_normalEC;
  7. varying vec2 v_st;
  8. void main()
  9. {
  10. vec4 p = czm_computePosition();
  11. v_positionEC = (czm_modelViewRelativeToEye * p).xyz; // position in eye coordinates
  12. v_normalEC = czm_normal * normal; // normal in eye coordinates
  13. v_st = st;
  14. gl_Position = czm_modelViewProjectionRelativeToEye * p;
  15. }