paysages3d/src/render/opengl/shaders/vegetation.vert

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in highp vec3 vertex;
in highp vec2 uv;
uniform highp mat4 viewMatrix;
uniform highp vec3 offset;
uniform float size;
uniform int index;
out vec3 unprojected;
out vec2 texcoord;
uniform float waterOffset;
void main(void)
{
unprojected = offset + size * vertex; // + vec3(0, waterOffset, 0)
texcoord = vec2(0.25 * (uv.s + float(mod(index, 4))), 0.25 * (uv.t + float(index / 4)));
gl_Position = viewMatrix * vec4(unprojected, 1.0);
}