precision highp float; precision highp int; varying vec3 vPw; varying mat4 vModelMatrix; varying mat4 vInverseModelMatrix; varying mat4 VViewMatrix; #include <common> // // for depth material // varying vec2 vHighPrecisionZW; void main() { vModelMatrix = modelMatrix; vInverseModelMatrix = inverse(modelMatrix); VViewMatrix = viewMatrix; vPw = (modelMatrix * vec4( position, 1.0 )).xyz; gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 ); // vHighPrecisionZW = gl_Position.zw; }