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library / src / main / res / raw / normal_vertex_shader.glsl @ 27cd6b98

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//////////////////////////////////////////////////////////////////////////////////////////////
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// Copyright 2016 Leszek Koltunski                                                          //
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//                                                                                          //
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// This file is part of Distorted.                                                          //
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//                                                                                          //
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// Distorted is free software: you can redistribute it and/or modify                        //
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// it under the terms of the GNU General Public License as published by                     //
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// the Free Software Foundation, either version 2 of the License, or                        //
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// (at your option) any later version.                                                      //
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//                                                                                          //
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// Distorted is distributed in the hope that it will be useful,                             //
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// but WITHOUT ANY WARRANTY; without even the implied warranty of                           //
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the                            //
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// GNU General Public License for more details.                                             //
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//                                                                                          //
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// You should have received a copy of the GNU General Public License                        // 
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// along with Distorted.  If not, see <http://www.gnu.org/licenses/>.                       //
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//////////////////////////////////////////////////////////////////////////////////////////////
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precision lowp float;
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#if __VERSION__ != 100
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in vec3 a_Position;
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#else
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attribute vec3 a_Position;
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#endif
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uniform mat4 u_MVPMatrix;
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//////////////////////////////////////////////////////////////////////////////////////////////
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void main()
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  {
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  gl_Position = u_MVPMatrix*vec4( a_Position, 1.0);
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  }