new-shaders/objectmap_vs.glsl

21 lines
457 B
GLSL

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