voxspatium/data/shaders/chunk.vert

17 lines
341 B
GLSL

#version 110
attribute vec3 position;
attribute vec3 normal;
attribute vec2 uv;
varying 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);
}