| attribute highp vec3 vertexPosition; |
| attribute highp vec3 vertexOffset; |
| |
| uniform highp mat4 modelViewProjection; |
| uniform highp vec3 globalOffset; |
| uniform int extraYOffset; |
| uniform bool reverseOffset; |
| |
| void main() |
| { |
| vec4 offset = vec4(globalOffset, 0.0) + vec4(0.0f, float(extraYOffset), 0.0f, 0.0f); |
| if (reverseOffset) |
| offset *= -1.0f; |
| gl_Position = modelViewProjection |
| * (vec4(vertexPosition, 1.0) + offset + vec4(vertexOffset, 0.0)); |
| // Set the Z value of the vertex so that it'll always get drawn on top of everything else |
| gl_Position.z = -1.0; |
| } |