forked from mirror/ObjToSchematic
25 lines
545 B
GLSL
25 lines
545 B
GLSL
uniform mat4 u_worldViewProjection;
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uniform float u_voxelSize;
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attribute vec4 position;
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attribute vec3 normal;
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attribute vec3 colour;
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attribute vec4 occlusion;
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attribute vec2 texcoord;
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varying float v_lighting;
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varying vec4 v_occlusion;
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varying vec2 v_texcoord;
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varying vec3 v_colour;
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vec3 light = vec3(0.78, 0.98, 0.59);
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void main() {
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v_lighting = dot(light, abs(normal));
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v_occlusion = occlusion;
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v_texcoord = texcoord;
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v_colour = colour;
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gl_Position = u_worldViewProjection * vec4(position.xyz * u_voxelSize, 1.0);
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}
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