2023-03-25 00:10:31 +00:00

15 lines
278 B
GLSL

precision mediump float;
uniform mat4 u_worldViewProjection;
uniform vec3 u_worldOffset;
attribute vec3 position;
attribute vec4 colour;
varying vec4 v_colour;
void main() {
v_colour = colour;
gl_Position = u_worldViewProjection * vec4(position + u_worldOffset, 1.0);
}