13 lines
236 B
GLSL
13 lines
236 B
GLSL
#version 330
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in vec4 position;
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uniform mat4 modelmatrix;
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out float mx;
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void main(){
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gl_Position = 0.04*modelmatrix*(position - vec4(0.0, 0.0, 25.0, 0.0));
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// reset depth
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gl_Position.zw = vec2(1.0);
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mx = cos(0.1337*position.z);
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}
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