~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_line.glsl
424 B• 9•  2 months ago•  DownloadRawClose
2 months ago•  9

{}
#version 330 core
layout (location = 0) in vec4 vertex; // <vec3 pos, w>
//out vec2 TexCoords;

uniform mat4 MVP;
uniform mat4 projection;

void main()
{
    //gl_Position = projection * vec4(vertex.xyz, 1.0); // uVp is 'projection * view' on the CPU side
    gl_Position = MVP * vec4(vertex.xyz, 1.0); // uVp is 'projection * view' on the CPU side
    //gl_Position = vec4(vertex.xyz, 1.0);
    //TexCoords = vertex.zw;
};

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