forked from mirror/ObjToSchematic
12 lines
296 B
GLSL
12 lines
296 B
GLSL
uniform mat4 u_worldViewProjection;
|
|
|
|
attribute vec3 position;
|
|
attribute vec3 normal;
|
|
|
|
void main() {
|
|
// Extrude the vertices outwards slightly to avoid z-fighting
|
|
vec3 translated_position = position + normal * 0.0001;
|
|
|
|
gl_Position = u_worldViewProjection * vec4(translated_position, 1.0);
|
|
}
|