22 lines
419 B
GLSL
22 lines
419 B
GLSL
#version 150
|
|
|
|
uniform mat4 modelViewMatrix;
|
|
uniform mat4 projectionMatrix;
|
|
uniform vec3 chunkOffset;
|
|
|
|
in vec3 vaPosition;
|
|
in vec4 vaColor;
|
|
in vec2 vaUV0;
|
|
in ivec2 vaUV2;
|
|
|
|
out vec2 texCoord;
|
|
out vec4 tintColor;
|
|
out vec2 lightCoord;
|
|
|
|
void main() {
|
|
gl_Position = projectionMatrix * modelViewMatrix * vec4(vaPosition + chunkOffset, 1.0);
|
|
texCoord = vaUV0;
|
|
tintColor = vaColor;
|
|
lightCoord = vaUV2 / 256.0;
|
|
}
|