2020-12-10 18:11:32 +01:00

21 lines
410 B
GLSL

uniform highp mat4 mWorld;
varying mediump vec4 varColor;
varying mediump vec2 varTexCoord;
varying mediump vec3 eyeVec;
const float e = 2.718281828459;
const float BS = 10.0;
void main(void)
{
varTexCoord = inTexCoord0.xy;
gl_Position = mWorldViewProj * inVertexPosition;
eyeVec = -(mWorldView * inVertexPosition).xyz;
#if GL_ES
varColor = inVertexColor.bgra;
#else
varColor = inVertexColor;
#endif
}