lightVertexShaderBlinnPhong top-level property

ShaderObject lightVertexShaderBlinnPhong
final

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};
}
"""
      ]);