assign-position.glsl.ts 506 B

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  1. export const assign_position = `
  2. mat4 model = uModel * aTransform;
  3. mat4 modelView = uView * model;
  4. #ifdef dGeoTexture
  5. vec3 position = readFromTexture(tPosition, VertexID, uGeoTexDim).xyz;
  6. #else
  7. vec3 position = aPosition;
  8. #endif
  9. vec4 position4 = vec4(position, 1.0);
  10. // for accessing tColorGrid in vert shader and for clipping in frag shader
  11. vModelPosition = (model * position4).xyz;
  12. vec4 mvPosition = modelView * position4;
  13. vViewPosition = mvPosition.xyz;
  14. gl_Position = uProjection * mvPosition;
  15. `;