Files
shadow-over-bishkek001/resources/shaders/shadow_depth.vertex
T

20 lines
411 B
Plaintext

attribute vec3 vPosition;
attribute vec2 vTexCoord;
#ifdef INSTANCED
attribute vec4 iModel0;
attribute vec4 iModel1;
attribute vec4 iModel2;
attribute vec4 iModel3;
#endif
uniform mat4 ProjectionModelViewMatrix;
void main()
{
vec4 worldPos = vec4(vPosition, 1.0);
#ifdef INSTANCED
worldPos = mat4(iModel0, iModel1, iModel2, iModel3) * worldPos;
#endif
gl_Position = ProjectionModelViewMatrix * worldPos;
}