#if (MAX_POINT_LIGHT_NUM > 0) uniform vec3 u_PointLightSourcePosition[MAX_POINT_LIGHT_NUM]; #endif #if (MAX_SPOT_LIGHT_NUM > 0) uniform vec3 u_SpotLightSourcePosition[MAX_SPOT_LIGHT_NUM]; #endif attribute vec4 a_position; attribute vec2 a_texCoord; attribute vec3 a_normal; varying vec2 TextureCoordOut; #if MAX_POINT_LIGHT_NUM varying vec3 v_vertexToPointLightDirection[MAX_POINT_LIGHT_NUM]; #endif #if MAX_SPOT_LIGHT_NUM varying vec3 v_vertexToSpotLightDirection[MAX_SPOT_LIGHT_NUM]; #endif #if ((MAX_DIRECTIONAL_LIGHT_NUM > 0) || (MAX_POINT_LIGHT_NUM > 0) || (MAX_SPOT_LIGHT_NUM > 0)) varying vec3 v_normal; #endif uniform mat4 u_MVMatrix; uniform mat4 u_PMatrix; uniform mat3 u_NormalMatrix; void main(void) { vec4 ePosition = u_MVMatrix * a_position; #if (MAX_POINT_LIGHT_NUM > 0) for (int i = 0; i < MAX_POINT_LIGHT_NUM; ++i) { v_vertexToPointLightDirection[i] = u_PointLightSourcePosition[i].xyz - ePosition.xyz; } #endif #if (MAX_SPOT_LIGHT_NUM > 0) for (int i = 0; i < MAX_SPOT_LIGHT_NUM; ++i) { v_vertexToSpotLightDirection[i] = u_SpotLightSourcePosition[i] - ePosition.xyz; } #endif #if ((MAX_DIRECTIONAL_LIGHT_NUM > 0) || (MAX_POINT_LIGHT_NUM > 0) || (MAX_SPOT_LIGHT_NUM > 0)) v_normal = u_NormalMatrix * a_normal; #endif TextureCoordOut = a_texCoord; TextureCoordOut.y = 1.0 - TextureCoordOut.y; gl_Position = u_PMatrix * ePosition; }