#version 140 #pragma tdm_include "tdm_transform.glsl" INATTR_POSITION //in vec4 attr_Position; uniform vec4 u_tex0PlaneS; uniform vec4 u_tex1PlaneT; uniform float u_fogEnter; uniform mat4 u_modelMatrix; out vec4 var_TexCoord0; out vec4 var_TexCoord1; out vec4 var_worldPosition; void main() { float s = dot(attr_Position, u_tex0PlaneS); float t = 0.5; var_TexCoord0 = u_textureMatrix * vec4(s, t, 0, 1); s = u_fogEnter; t = dot(attr_Position, u_tex1PlaneT); var_TexCoord1 = u_textureMatrix * vec4(s, t, 0, 1); gl_Position = tdm_transform(attr_Position); var_worldPosition = u_modelMatrix * attr_Position; }