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uniform vec4 u_xform;
VSIN(ATTRIB_POS) vec4 in_pos;
VSOUT vec4 v_color;
VSOUT vec2 v_tex0;
VSOUT float v_fog;
void
main(void)
{
gl_Position = in_pos;
gl_Position.w = 1.0;
gl_Position.xy = gl_Position.xy * u_xform.xy + u_xform.zw;
v_fog = DoFog(gl_Position.z);
gl_Position.xyz *= gl_Position.w;
v_color = in_color;
v_tex0 = in_tex0;
}
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