fixed recursive build script
[carveJwlIkooP6JGAAIwe30JlM.git] / shaders / vg / water.vs.glsl
1 layout (location=0) in vec3 a_co;
2 layout (location=1) in vec3 a_norm;
3 layout (location=2) in vec4 a_colour;
4 layout (location=3) in vec2 a_uv;
5
6 #line 2 0
7
8 uniform mat4 uPv;
9 uniform mat4x3 uMdl;
10
11 out vec2 aUv;
12
13 void main()
14 {
15 vec3 world_pos = uMdl * vec4( a_co, 1.0 );
16 gl_Position = uPv * vec4(world_pos,1.0);
17 aUv = vec2(world_pos[0],world_pos[2])*0.15;
18 }