18 lines
373 B
GLSL
18 lines
373 B
GLSL
#version 130
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uniform mat4 ModelViewProjectionMatrix;
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uniform mat4 ModelViewMatrix;
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in vec3 Position;
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in vec2 Texcoord;
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in vec2 SecondTexcoord;
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out vec2 uv;
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out vec2 uv_bis;
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out float camdist;
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void main() {
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gl_Position = ModelViewProjectionMatrix * vec4(Position, 1.);
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uv = Texcoord;
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uv_bis = SecondTexcoord;
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camdist = length(ModelViewMatrix * vec4(Position, 1.));
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}
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