framebuffer formalitites
[carveJwlIkooP6JGAAIwe30JlM.git] / shaders / water.vs
1 #include "vertex_standard.glsl"
2
3 uniform mat4 uPv;
4 uniform mat4x3 uMdl;
5
6 out vec4 aUv;
7 out vec3 aCo;
8
9 void main()
10 {
11 vec3 world_pos = uMdl * vec4( a_co, 1.0 );
12 gl_Position = uPv * vec4(world_pos,1.0);
13
14 aUv = vec4(world_pos.xz*0.005,depth_coords);
15 aCo = world_pos;
16 }