water-texture-vsh.glsl 234 B

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  1. varying vec2 vUvs;
  2. void main() {
  3. vec4 localSpacePosition = vec4(position, 1.0);
  4. vec4 worldPosition = modelMatrix * localSpacePosition;
  5. vUvs = uv;
  6. gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
  7. }