12 uniform mat4 transformationMatrix;
13 uniform mat4 projectionMatrix;
14 uniform mat4 viewMatrix;
18 vec3 light0_pos = vec3(-5.0,500.0,500.0);
22 vec4 worldpos = transformationMatrix*vec4(position, 1.0);
24 gl_ClipDistance[0] = dot(worldpos,plane);
26 gl_Position = projectionMatrix*viewMatrix*worldpos;
29 normal = (transformationMatrix*vec4(normals,0.0)).xyz;
31 light0_to = light0_pos - worldpos.xyz;
33 to_cam = (inverse(viewMatrix)*vec4(0.0,0.0,0.0,1.0)).xyz - worldpos.xyz;