celestia/shaders/tidal_vert.glsl

15 lines
260 B
GLSL

attribute vec3 in_Position;
attribute vec2 in_TexCoord0;
uniform mat3 viewMat;
uniform float tidalSize;
varying vec2 texCoord;
void main(void)
{
vec3 p = viewMat * in_Position.xyz * tidalSize;
texCoord = in_TexCoord0.st;
set_vp(vec4(p, 1.0));
}