lightVertexShaderBlinnPhong top-level property
Implementation
final ShaderObject lightVertexShaderBlinnPhong =
ShaderObject("LightBlinnPhongV")
..AddAttributeVars([aPosition, aNormal, aTexUV])
..AddVaryingVars([vPosition, vNormal, vTexUV])
..AddUniformVars([uPerspectiveViewMatrix, uModelMatrix, uNormalMatrix])
..SetBody([
"""
void main() {
vec4 pos = ${uModelMatrix} * vec4(${aPosition}, 1.0);
gl_Position = ${uPerspectiveViewMatrix} * pos;
${vPosition} = pos.xyz;
${vTexUV} = ${aTexUV};
${vNormal} = ${uNormalMatrix} * ${aNormal};
}
"""
]);