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