forked from 0ad/0ad
14 lines
245 B
GLSL
14 lines
245 B
GLSL
#version 110
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attribute vec3 a_vertex;
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attribute vec2 a_uv0;
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uniform float mapSize;
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void main()
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{
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gl_Position = gl_ModelViewProjectionMatrix * vec4(a_vertex, 1.0);
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gl_TexCoord[0].st = a_uv0;
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gl_TexCoord[0].zw = vec2(a_vertex.xz)/mapSize;
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}
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