b23636c9 | #version 150 in vec3 inPosition; in vec3 inNormal; in vec2 inTexCoord; out vec2 texCoord; // NY uniform mat4 projMatrix; uniform mat4 mdlMatrix; void main(void) { mat3 normalMatrix1 = mat3(mdlMatrix); texCoord = inTexCoord; gl_Position = projMatrix * mdlMatrix * vec4(inPosition, 1.0); } |