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30 lines
646 B
GLSL
30 lines
646 B
GLSL
attribute vec3 a_position;
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attribute vec3 a_normal;
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attribute vec2 a_colorTexCoords;
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uniform mat4 u_modelView;
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uniform mat4 u_projection;
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uniform mat4 u_pivotTransform;
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#ifdef ENABLE_VTF
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uniform sampler2D u_colorTex;
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varying LOW_P vec4 v_color;
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#else
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varying vec2 v_colorTexCoords;
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#endif
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varying vec3 v_radius;
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void main()
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{
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vec4 p = vec4(a_position, 1) * u_modelView;
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vec4 pos = vec4(a_normal.xy, 0, 0) + p;
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gl_Position = applyPivotTransform(pos * u_projection, u_pivotTransform, 0.0);
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#ifdef ENABLE_VTF
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v_color = texture2D(u_colorTex, a_colorTexCoords);
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#else
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v_colorTexCoords = a_colorTexCoords;
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#endif
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v_radius = a_normal;
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}
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