I only know gl_ModelViewProjectionMatrix and I need the Eye, Normal, Model, View separately as input for the frag shader.
vertex.glsl
precision mediump float;
uniform mat4 uProjection;
uniform mat4 uModel;
uniform mat4 uView;
attribute vec3 aPosition;
attribute vec3 aNormal;
varying vec3 vNormal;
precision mediump float;
void main() {
vNormal = aNormal;
gl_Position = uProjection * uView * uModel * vec4(aPosition, 1.0);
}
start of frag.glsl
precision mediump float;
uniform mat4 uModel;
uniform mat4 uView;
uniform vec3 uEye;
varying vec3 vNormal;
Any ideas? thanks.