3 * CS5600 University of Utah
5 * mcgarvey@eng.utah.edu
10 attribute vec4 vPosition;
11 attribute vec3 vNormal;
12 attribute vec2 vTextureCoord;
13 attribute vec4 vColor;
17 uniform mat4 projection;
18 uniform int numLights;
20 uniform vec4 light[MAX_LIGHTS];
23 varying vec2 textureCoord;
25 varying vec3 lightDir[MAX_LIGHTS];
30 gl_Position = projection * view * model * vPosition;
31 normal = vec3(model * vec4(vNormal, 0.0));
32 textureCoord = vTextureCoord;
35 vec4 pos = model * vPosition;
36 eyeVec = eye - pos.xyz;
39 for (i = 0; i < numLights; ++i) {
40 lightDir[i] = light[i].xyz - pos.xyz;