TexturedMaterialAppearanceVS.glsl 467 B

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  1. in vec3 position3DHigh;
  2. in vec3 position3DLow;
  3. in vec3 normal;
  4. in vec2 st;
  5. in float batchId;
  6. out vec3 v_positionEC;
  7. out vec3 v_normalEC;
  8. out vec2 v_st;
  9. void main()
  10. {
  11. vec4 p = czm_computePosition();
  12. v_positionEC = (czm_modelViewRelativeToEye * p).xyz; // position in eye coordinates
  13. v_normalEC = czm_normal * normal; // normal in eye coordinates
  14. v_st = st;
  15. gl_Position = czm_modelViewProjectionRelativeToEye * p;
  16. }