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

8 lines
224 B
HLSL

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