23 lines
494 B
GLSL
23 lines
494 B
GLSL
uniform mat4 ModelMatrix;
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#if __VERSION__ >= 330
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layout(location = 0) in vec3 Position;
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layout(location = 3) in vec2 Texcoord;
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layout(location = 4) in vec2 SecondTexcoord;
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#else
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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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#endif
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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 = ProjectionViewMatrix * ModelMatrix * vec4(Position, 1.);
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uv = Texcoord;
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uv_bis = SecondTexcoord;
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camdist = length(ViewMatrix * ModelMatrix * vec4(Position, 1.));
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}
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