17 lines
399 B
GLSL
17 lines
399 B
GLSL
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attribute vec3 a_Position;
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attribute vec2 a_TexCoord;
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uniform vec3 g_ViewUp;
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uniform vec3 g_ViewRight;
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uniform mat4 g_ModelViewProjectionMatrix;
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void main() {
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vec3 position = a_Position +
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(g_ViewRight * (a_TexCoord.x-0.5) +
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g_ViewUp * (a_TexCoord.y-0.5)) * 0.5;
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gl_Position = mul(vec4(position, 1.0), g_ModelViewProjectionMatrix);
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gl_Position.z = 0.999 * gl_Position.w;
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}
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