// This shader will be obsoleted soon when the collision rendering is improved #version 330 core // Input layout(location = 0) in vec3 Position; // Output out vec2 TexCoord; // Uniforms layout(std140) uniform MVPBlock { mat4 ModelMtx; mat4 ViewMtx; mat4 ProjMtx; }; // Main void main() { mat4 MVP = ModelMtx * ViewMtx * ProjMtx; gl_Position = vec4(Position, 1) * MVP; // UV Generation float avg = (Position.x + Position.z) / 2; TexCoord.x = avg; TexCoord.y = Position.y + (avg / 2); }