Files
ogre-prototype/water/depth.vert

21 lines
398 B
GLSL

OGRE_NATIVE_GLSL_VERSION_DIRECTIVE
#include <OgreUnifiedShader.h>
OGRE_UNIFORMS(
uniform mat4 world;
uniform mat4 worldViewProj;
)
MAIN_PARAMETERS
IN(vec4 vertex, POSITION);
OUT(vec4 vposition, POSITION);
OUT(vec3 positionWS, TEXCOORD0);
MAIN_DECLARATION
{
vposition = mul(worldViewProj, vertex);
positionWS = mul(world, vertex).xyz;
gl_Position = vposition;
}