attribute vec3 vertexPosition; | |
attribute vec2 vertexTexCoord; | |
varying vec3 position; | |
varying vec2 texCoord; | |
uniform mat4 modelView; | |
uniform mat4 mvp; | |
uniform mat3 texCoordTransform; | |
void main() | |
{ | |
vec3 tt = texCoordTransform * vec3(vertexTexCoord, 1.0); | |
texCoord = (tt / tt.z).xy; | |
position = vec3( modelView * vec4( vertexPosition, 1.0 ) ); | |
gl_Position = mvp * vec4( vertexPosition, 1.0 ); | |
} |