openspades/Resources/Shaders/WaterDepth.vs
2013-08-18 16:18:06 +09:00

16 lines
219 B
GLSL

uniform mat4 projectionViewModelMatrix;
// [x, y]
attribute vec2 positionAttribute;
void main() {
vec4 vertexPos = vec4(positionAttribute.xy, 0., 1.);
gl_Position = projectionViewModelMatrix * vertexPos;
}