PrusaSlicer-NonPlainar/resources/shaders/extrusions.vs
2020-05-28 09:23:30 +02:00

12 lines
228 B
GLSL

#version 110
varying vec3 eye_position;
varying vec3 eye_normal;
void main()
{
eye_position = (gl_ModelViewMatrix * gl_Vertex).xyz;
eye_normal = gl_NormalMatrix * vec3(0.0, 0.0, 1.0);
gl_Position = ftransform();
}