26 lines
556 B
GLSL
26 lines
556 B
GLSL
#version 130
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uniform bool u_outlinePass;
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uniform float u_outlineWidth;
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varying vec3 v_normalVS;
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varying vec3 v_posVS;
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varying vec2 v_uv;
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varying vec4 v_color;
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void main() {
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vec3 pos = gl_Vertex.xyz;
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if (u_outlinePass) {
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pos += gl_Normal * u_outlineWidth;
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}
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vec4 posVS = gl_ModelViewMatrix * vec4(pos, 1.0);
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v_posVS = posVS.xyz;
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v_normalVS = normalize(gl_NormalMatrix * gl_Normal);
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v_uv = gl_MultiTexCoord0.xy;
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v_color = gl_Color;
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gl_Position = gl_ModelViewProjectionMatrix * vec4(pos, 1.0);
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}
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