12 lines
298 B
GLSL
12 lines
298 B
GLSL
in vec4 vertex;
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uniform mat4 viewMatrix;
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uniform float waterHeight;
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uniform vec3 cameraLocation;
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out vec3 unprojected;
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void main(void)
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{
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unprojected = vec3(cameraLocation.x + vertex.x * 500.0, 0.0, cameraLocation.z + vertex.z * 500.0);
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gl_Position = viewMatrix * vec4(unprojected, 1.0);
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}
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