5 attribute vec3 inVertexPosition;
6 attribute vec3 inVertexNormal;
7 attribute vec4 inVertexColor;
8 attribute vec2 inTexCoord0;
9 attribute vec2 inTexCoord1;
13 uniform mat4 uWVPMatrix;
14 uniform mat4 uWVMatrix;
15 uniform mat4 uNMatrix;
16 uniform mat4 uTMatrix0;
17 uniform mat4 uTMatrix1;
19 uniform vec4 uGlobalAmbient;
20 uniform vec4 uMaterialAmbient;
21 uniform vec4 uMaterialDiffuse;
22 uniform vec4 uMaterialEmissive;
23 uniform vec4 uMaterialSpecular;
24 uniform float uMaterialShininess;
26 uniform float uThickness;
30 varying vec2 vTextureCoord0;
31 varying vec2 vTextureCoord1;
32 varying vec4 vVertexColor;
33 varying vec4 vSpecularColor;
34 varying float vFogCoord;
38 gl_Position = uWVPMatrix * vec4(inVertexPosition, 1.0);
39 gl_PointSize = uThickness;
41 vec4 TextureCoord0 = vec4(inTexCoord0.x, inTexCoord0.y, 1.0, 1.0);
42 vTextureCoord0 = vec4(uTMatrix0 * TextureCoord0).xy;
44 vec4 TextureCoord1 = vec4(inTexCoord1.x, inTexCoord1.y, 1.0, 1.0);
45 vTextureCoord1 = vec4(uTMatrix1 * TextureCoord1).xy;
47 vVertexColor = inVertexColor.bgra;
48 vSpecularColor = vec4(0.0, 0.0, 0.0, 0.0);
50 vec3 Position = (uWVMatrix * vec4(inVertexPosition, 1.0)).xyz;
52 vFogCoord = length(Position);