DYT/Source/resources/shaders/osgOcean_water_distortion.vert
2024-11-22 23:11:48 +08:00

8 lines
164 B
GLSL

varying vec4 vEyePos;
void main(void)
{
gl_TexCoord[0] = gl_MultiTexCoord0;
vEyePos = gl_ModelViewProjectionMatrix * gl_Vertex;
gl_Position = ftransform();
}