cOMS/shaders/liquids/water/cube_vertex.hlsl
2024-07-12 15:26:57 +02:00

8 lines
236 B
HLSL

varying vec3 position;
float poolHeight = 1.0;
void main() {
position = gl_Vertex.xyz;
position.y = ((1.0 - position.y) * (7.0 / 12.0) - 1.0) * poolHeight;
gl_Position = gl_ModelViewProjectionMatrix * vec4(position, 1.0);
}