2024-12-17 02:08:01 +03:00

15 lines
262 B
GLSL

#version 150
in vec3 Position;
uniform mat4 ModelViewMat;
uniform mat4 ProjMat;
out float vertexDistance;
void main() {
gl_Position = ProjMat * ModelViewMat * vec4(Position, 1.0);
vertexDistance = length((ModelViewMat * vec4(Position, 1.0)).xyz);
}