stk-code_catmod/data/shaders/grass_pass1.vert
2014-01-19 20:56:10 +01:00

19 lines
399 B
GLSL

#version 130
uniform vec3 windDir;
uniform mat4 ModelViewProjectionMatrix;
uniform mat4 TransposeInverseModelView;
in vec3 Position;
in vec3 Normal;
in vec2 Texcoord;
in vec4 Color;
noperspective out vec3 nor;
out vec2 uv;
void main()
{
uv = Texcoord;
nor = (TransposeInverseModelView * vec4(Normal, 1.)).xyz;
gl_Position = ModelViewProjectionMatrix * vec4(Position + windDir * Color.r, 1.);
}