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[carveJwlIkooP6JGAAIwe30JlM.git]
/
shaders
/
character.vs
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#include "vertex_standard.glsl"
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uniform mat4 uPv;
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uniform mat4x3 uMdl;
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uniform float uOpacity;
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out vec4 aColour;
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out vec2 aUv;
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out vec3 aNorm;
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out vec3 aCo;
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out float aOpacity;
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void main()
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{
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vec3 world_pos = uMdl * vec4(a_co,1.0);
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gl_Position = uPv * vec4(world_pos,1.0);
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aColour = a_colour;
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aUv = a_uv;
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aNorm = mat3(uMdl) * a_norm;
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aCo = a_co;
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aOpacity = 1.0-(gl_Position.y+0.5)*uOpacity;
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}