uniform mat4 View; uniform mat4 TransformMatrix; attribute vec4 aVertexPosition; attribute vec4 aVertexTexCoord; varying vec4 vTexCoord; varying vec4 vChannelMask; varying vec4 vNormalsMask; vec4 DecodeMask(float x) { if (x > 0.0) return (x > 0.5) ? vec4(1,0,0,0) : vec4(0,1,0,0); else return (x < -0.5) ? vec4(0,0,0,1) : vec4(0,0,1,0); } void main() { gl_Position = View*TransformMatrix*aVertexPosition; vTexCoord = aVertexTexCoord; vChannelMask = DecodeMask(aVertexTexCoord.z); vNormalsMask = DecodeMask(aVertexTexCoord.w); }