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- 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 = ProjectionMatrix * ViewMatrix * ModelMatrix * vec4(Position, 1.);
- uv = Texcoord;
- uv_bis = SecondTexcoord;
- camdist = length(ViewMatrix * ModelMatrix * vec4(Position, 1.));
- }
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