in vec3 position3DHigh; in vec3 position3DLow; in vec3 normal; in vec3 tangent; in vec3 bitangent; in vec2 st; in float batchId; out vec3 v_positionEC; out vec3 v_normalEC; out vec3 v_tangentEC; out vec3 v_bitangentEC; out 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_bitangentEC = czm_normal * bitangent; // bitangent in eye coordinates v_st = st; gl_Position = czm_modelViewProjectionRelativeToEye * p; }