21 lines
457 B
GLSL
21 lines
457 B
GLSL
#version 330
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#ifdef GL_ES
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precision highp float;
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precision highp int;
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#endif
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uniform mat4 uniform_Transformation;
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uniform mat4 uniform_Modelview;
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uniform mat4 uniform_Projection;
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in vec4 attribute_Position;
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in vec2 texcoords;
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in vec3 normal;
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out vec2 texcoords_pass;
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void main(void)
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{
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texcoords_pass=texcoords;
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vec4 pos = uniform_Transformation * attribute_Position;
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vec4 camrel = pos*uniform_Modelview;
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gl_Position= uniform_Projection*pos;
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} |