#version 450 #ifdef GL_ES precision highp float; #endif #include "../compiled.glsl" in vec3 pos; in vec3 nor; in vec2 tex; #ifdef _VCols in vec3 col; #endif #ifdef _NorTex in vec3 tan; #endif #ifdef _Skinning in vec4 bone; in vec4 weight; #endif #ifdef _Instancing in vec3 off; #endif out vec3 v_position; out vec2 v_texCoord; out vec3 v_normal; #ifdef _NorTex out vec3 v_tangent; #endif // uniform sampler2D sheight; // uniform float heightStrength; void main() { v_position = pos; #ifdef _Instancing v_position += off; #endif v_texCoord = tex; v_normal = nor; #ifdef _NorTex v_tangent = tan; #endif // v_position += v_normal * texture(sheight, tex).r * heightStrength; }