danini-the-panini/mittsu-opengl

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lib/mittsu/opengl/shader/chunks/default_vertex.glsl

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#ifdef USE_SKINNING

    vec4 mvPosition = modelViewMatrix * skinned;

#elif defined( USE_MORPHTARGETS )

    vec4 mvPosition = modelViewMatrix * vec4( morphed, 1.0 );

#else

    vec4 mvPosition = modelViewMatrix * vec4( position, 1.0 );

#endif

gl_Position = projectionMatrix * mvPosition;