2 * \file phong_vert.glsl
3 * \brief Phong vertex shader.
12 uniform mat4 modelViewMatrix;
13 uniform mat4 projectionMatrix;
14 uniform mat4 mvpMatrix;
15 uniform mat3 normalMatrix;
16 uniform mat4 textureMatrix;
18 smooth out vec3 ecVertex;
19 smooth out vec3 ecNormal;
20 smooth out vec4 texCoord0;
25 // transform vertex position and normal into eye coordinates
26 ecVertex = (modelViewMatrix * vVertex).xyz;
27 ecNormal = normalMatrix * vNormal;
30 gl_Position = mvpMatrix * vVertex;
31 texCoord0 = textureMatrix * vTexCoord0;