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maszyna/shaders/ogl46/precipitation.vert

21 lines
476 B
GLSL

#version 460 core
#define STAGE_VERTEX 1
layout(location = 0) in vec3 v_vert;
layout(location = 1) in vec2 v_coord;
layout(location = 2) out vec2 f_coord;
layout(location = 4) out vec4 f_clip_pos;
layout(location = 5) out vec4 f_clip_future_pos;
#include "common.glsl"
void main()
{
f_clip_pos = (projection * modelview) * vec4(v_vert, 1.0f);
f_clip_future_pos = (projection * future * modelview) * vec4(v_vert, 1.0f);
gl_Position = f_clip_pos;
f_coord = v_coord;
}