Michaël Lemaire
d2b4a1ea5e
It was used for texture coordinates, but is now precomputed in the vertex array
16 lines
353 B
GLSL
16 lines
353 B
GLSL
in highp vec3 vertex;
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in highp vec2 uv;
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uniform highp mat4 viewMatrix;
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uniform highp vec3 offset;
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uniform float size;
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out vec3 unprojected;
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out vec2 texcoord;
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uniform float waterOffset;
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void main(void)
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{
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unprojected = offset + size * vertex; // + vec3(0, waterOffset, 0)
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texcoord = uv;
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gl_Position = viewMatrix * vec4(unprojected, 1.0);
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}
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