attribute vec4 a_vertex; | |
attribute vec3 a_normal; | |
uniform mat4 u_modelViewProjMatrix; | |
struct MyStruct | |
{ | |
int x; | |
int y; | |
}; | |
uniform MyStruct u_struct; | |
uniform float u_array[4]; | |
varying vec3 v_normal; | |
void main() | |
{ | |
v_normal = a_normal; | |
gl_Position = u_modelViewProjMatrix * a_vertex + | |
vec4(u_struct.x, u_struct.y, 0, 1) + | |
vec4(u_array[0], u_array[1], u_array[2], u_array[3]); | |
} |