21 lines
368 B
GLSL
21 lines
368 B
GLSL
uniform vec3 windDir;
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uniform mat4 ModelViewProjectionMatrix;
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#if __VERSION__ >= 130
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in vec3 Position;
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in vec2 Texcoord;
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in vec4 Color;
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out vec2 uv;
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#else
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attribute vec3 Position;
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attribute vec2 Texcoord;
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attribute vec4 Color;
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varying vec2 uv;
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#endif
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void main()
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{
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uv = Texcoord;
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gl_Position = ModelViewProjectionMatrix * vec4(Position + windDir * Color.r, 1.);
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}
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