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