quakeforge/libs/video/renderer/glsl/quakespr.vert

21 lines
390 B
GLSL
Raw Normal View History

uniform mat4 mvp_mat;
attribute float vblend;
attribute vec4 vcolora, vcolorb;
attribute vec4 uvab; ///< ua va ub vb
attribute vec4 vertexa, vertexb;
varying float blend;
varying vec4 colora, colorb;
varying vec2 sta, stb;
void
main (void)
{
gl_Position = mvp_mat * mix (vertexa, vertexb, vblend);
blend = vblend;
colora = vcolora;
colorb = vcolorb;
sta = uvab.xy;
stb = uvab.zw;
}