stk-code_catmod/data/shaders/displace.vert

23 lines
494 B
GLSL

uniform mat4 ModelMatrix;
#if __VERSION__ >= 330
layout(location = 0) in vec3 Position;
layout(location = 3) in vec2 Texcoord;
layout(location = 4) in vec2 SecondTexcoord;
#else
in vec3 Position;
in vec2 Texcoord;
in vec2 SecondTexcoord;
#endif
out vec2 uv;
out vec2 uv_bis;
out float camdist;
void main() {
gl_Position = ProjectionViewMatrix * ModelMatrix * vec4(Position, 1.);
uv = Texcoord;
uv_bis = SecondTexcoord;
camdist = length(ViewMatrix * ModelMatrix * vec4(Position, 1.));
}