#version 330 // uniforms uniform mat4 modelViewMatrix; uniform mat4 normalMatrix; uniform mat4 modelViewProjectionMatrix; uniform int instanceId; uniform int pointSize; // in in vec3 vertexPosition; in vec3 vertexNormal; in vec2 vertexTexCoord; // out out vec3 esVertex; out vec3 esNormal; //out vec2 texCoord0; void main() { if (pointSize !=0) { gl_PointSize = pointSize; esVertex = vec3(modelViewMatrix * vec4(vertexPosition, 1.0)); esNormal = vec3(normalMatrix * vec4(0, 0, 1, 1.0)); //texCoord0 = vec2(0, 0); } else { esVertex = vec3(modelViewMatrix * vec4(vertexPosition, 1.0)); esNormal = vec3(normalMatrix * vec4(vertexNormal, 1.0)); //texCoord0 = vertexTexCoord; } gl_Position = modelViewProjectionMatrix * vec4(vertexPosition, 1.0); }