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uniform vec4 u_xform; VSIN(ATTRIB_POS) vec4 in_pos; VSOUT vec4 v_color; VSOUT vec2 v_tex0; VSOUT float v_fog; void main(void) { gl_Position = in_pos; gl_Position.w = 1.0; gl_Position.xy = gl_Position.xy * u_xform.xy + u_xform.zw; v_fog = DoFog(gl_Position.z); gl_Position.xyz *= gl_Position.w; v_color = in_color; v_tex0 = in_tex0; }