16 lines
329 B
GLSL
16 lines
329 B
GLSL
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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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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