2015-12-31 00:09:45 +00:00
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in vec3 vertex;
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in vec2 uv;
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uniform mat4 viewMatrix;
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uniform vec3 offset;
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2015-11-25 22:15:58 +00:00
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uniform float size;
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2015-12-08 00:28:15 +00:00
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out vec3 unprojected;
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out vec2 texcoord;
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2015-11-25 22:15:58 +00:00
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uniform float waterOffset;
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void main(void)
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{
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2015-11-29 18:18:36 +00:00
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unprojected = offset + size * vertex; // + vec3(0, waterOffset, 0)
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2015-12-14 23:14:06 +00:00
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texcoord = uv;
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2015-11-29 18:18:36 +00:00
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gl_Position = viewMatrix * vec4(unprojected, 1.0);
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2015-11-25 22:15:58 +00:00
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}
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