Saxum/data/shader/flame.vsh

18 lines
323 B
GLSL

#version 150
uniform mat4 viewProjectionMatrix;
uniform vec2 skew;
in vec3 aPosition;
in vec3 aColor;
out vec3 Color;
const float end = 0.8;
void main () {
Color = aColor;
vec3 position = aPosition + vec3(-sin(skew.y)*end, 0.0, sin(skew.x)*end);
gl_Position = viewProjectionMatrix * vec4(position, 1.0);
}