20 lines
463 B
GLSL
20 lines
463 B
GLSL
#version 100
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uniform mat4 view_model_matrix;
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uniform mat4 projection_matrix;
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uniform float offset;
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attribute vec3 v_position;
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attribute vec3 v_normal;
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attribute vec3 v_extra;
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varying vec3 barycentric;
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void main()
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{
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barycentric = v_extra;
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// Add small epsilon to z to solve z-fighting
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vec4 clip_position = projection_matrix * view_model_matrix * vec4(v_position, 1.0);
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clip_position.z -= offset * abs(clip_position.w);
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gl_Position = clip_position;
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} |