ObjToSchematic/shaders/test_vertex.vs
2021-07-01 16:16:32 +01:00

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);
}