29 lines
591 B
GLSL
29 lines
591 B
GLSL
#version 140
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uniform mat4 mvp_Transform;
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uniform vec3 Scale;
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in vec3 Site;
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in vec3 Normal;
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in vec2 Coords;
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in float Shine;
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out vec3 frag_Site;
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out vec3 frag_Normal;
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out vec2 frag_Coords;
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out float frag_Shine;
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void main()
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{
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// Pass some variables to the fragment shader.
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//
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frag_Site = Site;
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frag_Normal = Normal;
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frag_Coords = Coords;
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frag_Shine = Shine;
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// Apply all matrix transformations to 'Site'.
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//
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gl_Position = mvp_Transform * vec4 (Site * Scale, 1);
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} |