glsl/block_vertex.glsl now takes a matrix_model
This commit is contained in:
@@ -10,13 +10,15 @@ uniform mat4 matrix_projection;
|
||||
|
||||
uniform mat4 matrix_view;
|
||||
|
||||
uniform mat4 matrix_model;
|
||||
|
||||
out vec3 frag_texture;
|
||||
|
||||
out float frag_lighting;
|
||||
|
||||
void main()
|
||||
{
|
||||
gl_Position = matrix_projection * matrix_view * vec4(vertex_position, 1.0f);
|
||||
gl_Position = matrix_projection * matrix_view * matrix_model * vec4(vertex_position, 1.0f);
|
||||
|
||||
frag_texture = vertex_texture;
|
||||
|
||||
|
||||
Reference in New Issue
Block a user