stevenarella/src/render/shaders/clouds_vertex.glsl

16 lines
259 B
GLSL

in vec3 aPosition;
uniform float lightLevel;
uniform float skyOffset;
out vec3 vLighting;
#include get_light
void main() {
vec3 pos = vec3(aPosition.x, -aPosition.y, aPosition.z);
gl_Position = vec4(pos, 1.0);
vLighting = getLight(vec2(0.0, 15.0));
}