DYTSrouce/resources/shaders/osgOcean_water_distortion.vert

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2025-01-04 04:12:51 +00:00
varying vec4 vEyePos;
void main(void)
{
gl_TexCoord[0] = gl_MultiTexCoord0;
vEyePos = gl_ModelViewProjectionMatrix * gl_Vertex;
gl_Position = ftransform();
}