vertex.glsl 386 B

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  1. attribute float aScale;
  2. uniform float uPixelRatio;
  3. uniform float uTime;
  4. varying vec2 vUv;
  5. varying vec3 vPosition;
  6. void main()
  7. {
  8. vec4 modelPosition = modelMatrix * vec4(position, 1.0);
  9. vec4 viewPosition = viewMatrix * modelPosition;
  10. vec4 projectionPosition = projectionMatrix * viewPosition;
  11. gl_Position = projectionPosition;
  12. vUv = uv;
  13. vPosition = position;
  14. }