4 * Copyright (C) 2021 Leonid Kostrykin
8 uniform mat4 tangentModel;
9 uniform mat4 modelViewProjection;
11 layout( location = 0 ) in vec4 inPosition;
13 out vec4 modelSpaceCoordinates;
16 // ----------------------------------------------------------------------------------
18 // ----------------------------------------------------------------------------------
22 modelSpaceCoordinates = tangentModel * inPosition;
23 vec4 clippingCoordinates = modelViewProjection * modelSpaceCoordinates;
24 gl_Position = clippingCoordinates;