~plainCterraindatashaders
42 itemsDownload ./*

..
frag_shader_clouds.glsl
frag_shader_cube.glsl
frag_shader_depth.glsl
frag_shader_fire.glsl
frag_shader_fireball.glsl
frag_shader_lava.glsl
frag_shader_line.glsl
frag_shader_main.glsl
frag_shader_moon.glsl
frag_shader_post.glsl
frag_shader_sky.glsl
frag_shader_stencil.glsl
frag_shader_sun.glsl
frag_shader_t3d.glsl
frag_shader_terrain.glsl
frag_shader_text.glsl
frag_shader_ui.glsl
frag_shader_vortex.glsl
frag_shader_water2.glsl
frag_shader_water_depth.glsl
frag_shader_water_height.glsl
vert_shader_clouds.glsl
vert_shader_cube.glsl
vert_shader_depth.glsl
vert_shader_fire.glsl
vert_shader_fireball.glsl
vert_shader_lava.glsl
vert_shader_line.glsl
vert_shader_main.glsl
vert_shader_moon.glsl
vert_shader_post.glsl
vert_shader_sky.glsl
vert_shader_stencil.glsl
vert_shader_sun.glsl
vert_shader_t3d.glsl
vert_shader_terrain.glsl
vert_shader_text.glsl
vert_shader_ui.glsl
vert_shader_vortex.glsl
vert_shader_water2.glsl
vert_shader_water_depth.glsl
vert_shader_water_height.glsl


shadersvert_shader_clouds.glsl
623 B• 9•  1 month ago•  DownloadRawClose
1 month ago•  9

{}
#version 330 core
layout (location = 0) in vec3 vPos;
layout (location = 1) in vec3 vNormal;
layout (location = 2) in vec2 vTexCoord;
//varying vec3 color;
uniform mat4 MVP;

out vec3 ourNormal;
//out vec2 TexCoord;
out float ypos;
out vec3 FragPos;
out vec2 uv;

void main()
{
   uv = vTexCoord;
   gl_Position = MVP * vec4(vPos, 1.0);
   ourNormal=vNormal;
   FragPos = vec3(MVP * vec4(vPos, 1.0));
   ypos=vPos.x*0.001f; // -1000 to 1000 = -1 to 1
	//ourColor = vec3(0.0f,sign(vPos.y),0.0f);
	//ourColor = vec3(0.0f,sign(vPos.y),0.0f);
	//ourColor = vec3(0.0f,1.0f,0.0f);
	//TexCoord = vec2(vTexCoord.x, vTexCoord.y);
}

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