forked from mirrors/principia
Assumedly abbreviation of "global illumination", some kind of alternative to the current way of drawing the shadows. Doesn't work very well when enabled, remove it.
10 lines
170 B
Text
10 lines
170 B
Text
attribute vec3 position;
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uniform mat4 MVP;
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varying float z;
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void main(void)
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{
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vec4 pos = MVP*vec4(position, 1.);
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z = (pos.z + 1.) / 2.;
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gl_Position = pos;
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}
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