framebuffer formalitites
[carveJwlIkooP6JGAAIwe30JlM.git] / shaders / terrain.vs
1 #include "vertex_standard.glsl"
2
3 uniform mat4 uPv;
4 uniform mat4x3 uMdl;
5
6 out vec4 aColour;
7 out vec2 aUv;
8 out vec3 aNorm;
9 out vec3 aCo;
10
11 void main()
12 {
13 gl_Position = uPv * vec4( uMdl * vec4(a_co,1.0), 1.0 );
14 aColour = a_colour;
15 aUv = a_uv;
16 aNorm = mat3(uMdl) * a_norm;
17 aCo = a_co;
18 }