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- #version 110
- uniform mat4 view_model_matrix;
- uniform mat4 projection_matrix;
- uniform float offset;
- attribute vec3 v_position;
- void main()
- {
- // Add small epsilon to z to solve z-fighting between painted triangles and contour lines.
- vec4 clip_position = projection_matrix * view_model_matrix * vec4(v_position, 1.0);
- clip_position.z -= offset * abs(clip_position.w);
- gl_Position = clip_position;
- }
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