- attribute vec3 aVertexPosition; //Position in WeltKoordinaten
- attribute vec2 aVertexOffset; //"Fester" Abstand in x,y Richtung zu der Position
- attribute vec2 aTextureCoord;
- uniform mat4 uMVMatrix;
- uniform mat4 uPMatrix;
- varying vec2 vTextureCoord;
- void main(void)
- {
- gl_Position = uPMatrix * uMVMatrix * vec4(aVertexPosition, 1.0);
- gl_Position = gl_Position + vec4(aVertexOffset, 0.0, 0.0)*gl_Position[2];
- vTextureCoord = aTextureCoord;
- }