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8 lines
224 B
HLSL
8 lines
224 B
HLSL
uniform vec3 sphereCenter;
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uniform float sphereRadius;
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varying vec3 position;
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void main() {
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position = sphereCenter + gl_Vertex.xyz * sphereRadius;
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gl_Position = gl_ModelViewProjectionMatrix * vec4(position, 1.0);
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} |