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third person better camera
[carveJwlIkooP6JGAAIwe30JlM.git]
/
shaders
/
terrain.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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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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void main()
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{
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gl_Position = uPv * vec4( uMdl * vec4(a_co,1.0), 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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}