cg1-visualisations/public/shaders/vertex.glsl

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581 B
GLSL

precision mediump float;
attribute vec3 vertPosition;
attribute vec3 vertColor;
uniform mat4 virtualModelViewMatrix;
uniform mat4 virtualProjectionMatrix;
uniform mat4 realViewMatrix;
uniform mat4 realProjectionMatrix;
uniform vec3 colorOverride;
varying vec3 fragColor;
void main() {
float colorOverrideActive = step(0.001, length(colorOverride));
fragColor = colorOverride * colorOverrideActive + vertColor * (1.0 - colorOverrideActive);
gl_Position = realProjectionMatrix * realViewMatrix * virtualProjectionMatrix * virtualModelViewMatrix * vec4(vertPosition, 1.0);
}