SHADER_DEFINE( shader_ball,
// VERTEX
"layout (location=0) in vec2 a_co;"
- "uniform vec2 uOffset;"
+ "uniform vec3 uOffset;"
"uniform mat3 uPv;"
""
"out vec4 aTexCoords;"
"void main()"
"{"
// Vertex transform
- "vec3 worldpos = vec3( a_co * 0.5 - 0.25 + uOffset, 1.0 );"
+ "vec3 worldpos = vec3( (a_co * 0.5 - 0.25) * uOffset.z + uOffset.xy, 1.0 );"
"gl_Position = vec4( uPv * worldpos, 1.0 );"
// Create texture coords