31 lines
821 B
GLSL
31 lines
821 B
GLSL
#if FLAG_DEFERRED
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#error Deferred Shading needs core profile
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#endif
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/********************Entrant********************/
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varying vec2 VertexPosition;
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/********************Sortant********************/
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varying vec2 vTexCoord;
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/********************Uniformes********************/
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uniform sampler2D MaterialAlphaMap;
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uniform float MaterialAlphaThreshold;
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uniform vec4 MaterialDiffuse;
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uniform sampler2D MaterialDiffuseMap;
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uniform float VertexDepth;
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/********************Fonctions********************/
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void main()
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{
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gl_Position = vec4(VertexPosition, VertexDepth, 1.0);
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#if ALPHA_MAPPING || DIFFUSE_MAPPING
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#if FLAG_FLIP_UVS
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vTexCoord = vec2((VertexPosition.x + 1.0)*0.5, 0.5 - VertexPosition.y*0.5;
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#else
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vTexCoord = vec2((VertexPosition.x + 1.0)*0.5, (VertexPosition.y + 1.0)*0.5);
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#endif // FLAG_FLIP_UVS
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#endif
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}
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