blob: 41add49a510d6844347036d03df36d75aa0b7cad [file] [log] [blame]
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;
}