2022-01-05 18:21:29 +01:00

17 lines
403 B
GLSL

uniform mediump float fogDistance;
varying mediump vec4 varColor;
varying mediump vec2 varTexCoord;
varying mediump vec3 eyeVec; // divided by fogDistance
const float e = 2.718281828459;
const float BS = 10.0;
void main(void)
{
varTexCoord = inTexCoord0.xy;
gl_Position = mWorldViewProj * inVertexPosition;
eyeVec = -(mWorldView * inVertexPosition).xyz / fogDistance;
varColor = inVertexColor;
}