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

12 lines
310 B
GLSL

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