18 lines
313 B
GLSL
18 lines
313 B
GLSL
#version 120
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attribute vec3 in_Position;
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attribute vec2 in_TexCoord0;
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uniform mat3 viewMat;
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uniform float tidalSize;
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varying vec2 texCoord;
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void main(void)
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{
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vec3 p = viewMat * in_Position.xyz * tidalSize;
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gl_Position = gl_ModelViewProjectionMatrix * vec4(p, 1.0f);
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texCoord = in_TexCoord0.st;
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}
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