cube_shader.vsh
564 Bytes
attribute mediump vec3 aPosition;
uniform mediump mat4 uMvpMatrix;
varying mediump vec3 vTexCoord;
void main()
{
vTexCoord.x = aPosition.x;
vTexCoord.y = -aPosition.y; // convert to GL coords
vTexCoord.z = aPosition.z;
mediump vec4 vertexPosition = vec4(aPosition, 1.0);
vec4 clipSpacePosition = uMvpMatrix * vertexPosition;
// Writes 1.0, the maximum depth value, into the depth buffer.
// This is an optimization to avoid running the fragment shader
// for the pixels hidden by the scene's objects.
gl_Position = clipSpacePosition.xyww;
}