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luanti/client/shaders/inventory_shader/opengl_vertex.glsl

28 lines
583 B
GLSL

varying vec3 vNormal;
varying vec3 vPosition;
#ifdef GL_ES
varying lowp vec4 varColor;
varying mediump vec2 varTexCoord;
varying float varTexLayer;
#else
centroid varying vec4 varColor;
centroid varying vec2 varTexCoord;
centroid varying float varTexLayer; // actually int
#endif
void main(void)
{
#ifdef USE_ARRAY_TEXTURE
varTexLayer = inVertexAux;
#endif
varTexCoord = inTexCoord0.st;
vec4 pos = inVertexPosition;
gl_Position = mWorldViewProj * pos;
vPosition = gl_Position.xyz;
vNormal = inVertexNormal;
vec4 color = inVertexColor;
varColor = clamp(color, 0.0, 1.0);
}