22 lines
No EOL
621 B
GLSL
22 lines
No EOL
621 B
GLSL
#version 410
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uniform mat4 projModelViewMatrix;
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uniform mat3 normalMatrix;
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uniform mat3 rotMatrix;
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layout(location = 0) in vec3 in_position;
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layout(location = 1) in vec3 MyInColor;
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layout(location = 2) in vec3 MyInSize;
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layout(location = 0) out vec3 colorgeo;
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layout(location = 1) out vec3 sizegeo;
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void main()
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{
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colorgeo = MyInColor;
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sizegeo = MyInSize;
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gl_ClipDistance[0] = 100;
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//gl_Position = projModelViewMatrix * vec4(rotMatrix *in_position, 1.0);
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//gl_Position = vec4(rotMatrix *(projModelViewMatrix * vec4(in_position, 1.0)).xyz,1.0);
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gl_Position = vec4(rotMatrix * in_position, 1.0);
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} |