voxspatium/data/shaders/chunk.vert

17 lines
316 B
GLSL

#version 330
in vec3 position;
in vec3 normal;
in vec2 uv;
out vec2 uv_p;
uniform mat4 projectionMatrix;
uniform mat4 viewMatrix;
uniform mat4 modelMatrix;
void main(void) {
gl_Position = projectionMatrix * viewMatrix * modelMatrix * vec4(position, 1.0);
uv_p = vec2(clamp(uv.x + normal.x, 0.0, 1.0), uv.y);
}