update to new shader system
[carveJwlIkooP6JGAAIwe30JlM.git] / shaders / water.vs
1 #include "vertex_standard.glsl"
2
3 uniform mat4 uPv;
4 uniform mat4x3 uMdl;
5
6 out vec2 aUv;
7
8 void main()
9 {
10 vec3 world_pos = uMdl * vec4( a_co, 1.0 );
11 gl_Position = uPv * vec4(world_pos,1.0);
12 aUv = vec2(world_pos[0],world_pos[2])*0.15;
13 }