14 lines
257 B
GLSL

uniform mat4 projection;
uniform mat4 modelview;
uniform float scale;
/* pos.xyz is position, pos.w is offset */
attribute vec4 pos;
void main(void)
{
vec3 pos3 = pos.xyz * (scale + pos.w);
gl_Position = projection * modelview * vec4(pos3, 1);
}