flightsim/map.vert
2024-04-17 11:07:30 +12:00

20 lines
458 B
GLSL

#version 330 core
in vec3 vertexPosition;
in vec2 vertexTexCoord;
in vec4 vertexColor;
uniform mat4 mvp;
uniform sampler2D texture1;
out vec2 fragTexCoord;
out vec4 fragColor;
void main() {
fragTexCoord = vec2((vertexTexCoord.x / 12) + 0.2, (vertexTexCoord.y / 12) + 0.2);
fragColor = vertexColor;
vec3 pos = vertexPosition;
pos.y = texture(texture1, fragTexCoord).r * 100.0;
gl_Position = mvp * vec4(pos, 1.0);
}