13 lines
284 B
GLSL
13 lines
284 B
GLSL
uniform mat4 g_WorldViewProjectionMatrix;
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uniform mat4 g_WorldMatrix;
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in vec3 inPosition;
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out float vWorldY;
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void main() {
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vec4 worldPos = g_WorldMatrix * vec4(inPosition, 1.0);
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vWorldY = worldPos.y;
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gl_Position = g_WorldViewProjectionMatrix * vec4(inPosition, 1.0);
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}
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