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HEAD
CHGICKEN
[carveJwlIkooP6JGAAIwe30JlM.git]
/
shaders
/
water.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 vec2 aUv;
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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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aUv = vec2(world_pos[0],world_pos[2])*0.15;
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}