GlobeVSPole.glsl 301 B

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  1. attribute vec4 position;
  2. varying vec2 v_textureCoordinates;
  3. void main()
  4. {
  5. float x = (position.x - czm_viewport.x) / czm_viewport.z;
  6. float y = (position.y - czm_viewport.y) / czm_viewport.w;
  7. v_textureCoordinates = vec2(x, y);
  8. gl_Position = czm_viewportOrthographic * position;
  9. }