24 lines
533 B
GLSL
24 lines
533 B
GLSL
precision highp float;
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attribute vec3 normal;
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attribute vec3 position;
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attribute vec2 uv;
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uniform mat4 uMVMatrix;
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uniform mat4 uMMatrix;
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uniform mat4 uPMatrix;
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uniform mat4 uNormalMatrix;
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uniform float uCameraOffsetY;
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varying vec2 vUv;
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varying vec3 vNormal;
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varying vec3 vPos;
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void main(void) {
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vUv = uv;
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vNormal = (uNormalMatrix * vec4(normal, 1.)).rgb;
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vPos = (uMMatrix * vec4(position, 1.)).rgb;
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gl_Position = uPMatrix * uMVMatrix * vec4(position, 1.0);
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gl_Position[1] += uCameraOffsetY * gl_Position.w;
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} |