#version 100 precision mediump int; precision mediump float; uniform mat4 worldViewProj; uniform vec4 ambient; uniform vec4 offset; attribute vec4 position; attribute vec4 normal; attribute vec4 uv0; varying vec4 oUv0; varying vec4 oColour; /// grass_vp ambient void main() { // Position vec4 mypos = position; vec4 factor = vec4(1.0, 1.0, 1.0, 1.0) - uv0.yyyy; mypos = mypos + offset * factor; gl_Position = worldViewProj * mypos; // Texture Coord oUv0.xy = uv0.xy; /* // Normal // Make vec from vertex to camera vec4 EyeVec = camObjPos - mypos; // Dot the v to eye and the normal to see if they point // in the same direction or opposite float aligned = dot(normal, EyeVec); // -1..1 // If aligned is negative, we need to flip the normal if (aligned < 0) normal = -normal; //oNormal = normal; */ // Color oColour = ambient; }