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fgdata/Shaders/planet-aurora.vert

15 lines
281 B
GLSL

#version 120
varying vec3 vertex;
varying vec3 normal;
varying vec3 relVec;
void main()
{
normal = gl_Normal;
vertex = gl_Vertex.xyz;
vec3 ep = (gl_ModelViewMatrixInverse * vec4 (0.0, 0.0, 0.0, 1.0)).xyz;
relVec = vertex - ep;
gl_Position = ftransform();
}