18 lines
464 B
GLSL
18 lines
464 B
GLSL
/********************Entrant********************/
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varying mat4 InstanceData0;
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varying vec3 VertexPosition;
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/********************Uniformes********************/
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uniform mat4 ViewProjMatrix;
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uniform mat4 WorldViewProjMatrix;
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/********************Fonctions********************/
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void main()
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{
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#if FLAG_INSTANCING
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gl_Position = ViewProjMatrix * InstanceData0 * vec4(VertexPosition, 1.0);
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#else
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gl_Position = WorldViewProjMatrix * vec4(VertexPosition, 1.0);
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#endif
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}
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