#version 330 uniform mat4 worldViewProj; uniform vec3 sunDirection; in vec4 vertex; in vec4 blendIndices; in vec3 normal; in vec4 uv0; out vec4 oUv0; out float incidenceAngleCos; out float y; void main() { float cosine = dot(-normalize(sunDirection), normal); incidenceAngleCos = -cosine; y = -sunDirection.y; gl_Position = worldViewProj * vertex; oUv0 = uv0; } // main end