15 lines
304 B
GLSL
15 lines
304 B
GLSL
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uniform mat4 projection;
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uniform mat4 modelview;
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uniform float scale;
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uniform float width;
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/* pos.xyz is position, pos.w is 0/1 for inner/outer ring */
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attribute vec4 pos;
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void main(void)
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{
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vec3 pos3 = pos.xyz * (scale + width * pos.w);
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gl_Position = projection * modelview * vec4(pos3, 1);
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}
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