18 lines
458 B
GLSL
18 lines
458 B
GLSL
uniform mat4 mvpMatrix;
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uniform mat4 transformationMatrix;
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attribute vec4 position;
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attribute vec2 texCoords;
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varying vec2 pass_TexCoords;
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void main() {
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vec4 transformatedPosition = transformationMatrix * position;
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gl_Position = mvpMatrix * transformatedPosition;
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pass_TexCoords = (transformationMatrix * vec4(texCoords, 0.0, 0.0)).xy;
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pass_TexCoords *= vec2(3.0, 3.0);
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pass_TexCoords.y = clamp(pass_TexCoords.y, 0.0, 1.0) + 0.01;
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} |