tesselation as a function of distance
[ld42_outofspace] / sdr / field.v.glsl
1 #version 410 compatibility
2
3 out float dist;
4
5 void main()
6 {
7         dist = -(gl_ModelViewMatrix * gl_Vertex).z;
8
9         gl_Position = gl_Vertex;
10         gl_TexCoord[0] = gl_MultiTexCoord0;
11 }