#version 120 attribute vec3 color; attribute vec3 coord3d; attribute vec3 normal; attribute vec2 texCoord; varying vec4 v_color; varying vec4 v_coord3d; varying vec4 v_normal; varying vec2 v_texCoord; varying float v_dist; uniform mat4 u_modelMatrix; uniform mat4 u_projectionMatrix; uniform mat4 u_viewMatrix; uniform int u_renderDistance; void main() { // Used for lighting v_coord3d = u_modelMatrix * vec4(coord3d, 1.0); v_normal = vec4(normal, 1.0); v_color = vec4(color, 1.0); v_texCoord = texCoord; // Distance from eye v_dist = length(u_viewMatrix * v_coord3d); gl_Position = u_projectionMatrix * u_viewMatrix * v_coord3d; }