#version 140 #pragma tdm_include "tdm_transform.glsl" INATTR_POSITION //in vec4 attr_Position; uniform vec4 u_tex0PlaneS; uniform vec4 u_tex0PlaneT; uniform vec4 u_tex0PlaneQ; uniform vec4 u_tex1PlaneS; out vec4 var_TexCoord0; out vec4 var_TexCoord1; void main() { float s = dot(attr_Position, u_tex0PlaneS); float t = dot(attr_Position, u_tex0PlaneT); float q = dot(attr_Position, u_tex0PlaneQ); var_TexCoord0 = u_textureMatrix * vec4(s, t, 0, q); s = dot(attr_Position, u_tex1PlaneS); var_TexCoord1 = u_textureMatrix * vec4(s, 0.5, 0, 1); gl_Position = tdm_transform(attr_Position); }