CS代考计算机代写 // Pass 1 vertex shader

// Pass 1 vertex shader
//
// Stores colour, normal, depth

#version 300 es

uniform mat4 M;
uniform mat4 MV;
uniform mat4 MVP;

layout (location = 0) in mediump vec3 vertPosition;
layout (location = 1) in mediump vec3 vertNormal;
layout (location = 2) in mediump vec3 vertTexCoord;

// Your shader should compute the colour, normal (in the VCS), and
// depth (in the range [0,1] with 0=near and 1=far) and store these
// values in the corresponding variables.

out mediump vec3 colour;
out mediump vec3 normal;
out mediump float depth;

void main()

{
// calc vertex position in CCS (always required)

gl_Position = MVP * vec4( vertPosition, 1.0 );

// Provide a colour

colour = vec3(1.0,0.0,0.0); // YOUR CODE HERE

// calculate normal in VCS

normal = vec3(0.0,1.0,0.0); // YOUR CODE HERE

// Calculate the depth in [0,1]

depth = 0.5; // YOUR CODE HERE
}