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precision highp float;
attribute vec3 lake;
attribute vec4 lamp1; //position, strength
attribute vec4 lamp2;
attribute vec4 lamp3; // max 3 lamps per shaded vertex
uniform float time; //used for noise
uniform float world_x;
uniform float world_y;
uniform mat4 MV;
uniform mat4 P;
void main() {
gl_Position = P * MV * vec4(lake.x - world_x, lake.y - world_y, 0., 1.0);
}
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