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uniform mat4 g_WorldViewProjectionMatrix;
attribute vec3 inPosition;
attribute vec3 inNormal;
attribute vec2 inTexCoord;
varying vec2 texCoord;
#ifdef TRI_PLANAR_MAPPING
varying vec4 vVertex;
varying vec3 vNormal;
#endif
void main(){
gl_Position = g_WorldViewProjectionMatrix * vec4(inPosition, 1.0);
texCoord = inTexCoord;
#ifdef TRI_PLANAR_MAPPING
vVertex = vec4(inPosition,0.0);
vNormal = inNormal;
#endif
}
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