more work on improved model picking

This commit is contained in:
ZappoMan 2014-12-04 16:43:34 -08:00
parent 37ffa48fa3
commit f13bf65554
2 changed files with 0 additions and 51 deletions

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#version 120
//
// simple.frag
// fragment shader
//
// Created by Andrzej Kapolka on 9/15/14.
// Copyright 2014 High Fidelity, Inc.
//
// Distributed under the Apache License, Version 2.0.
// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
//
// the interpolated normal
varying vec4 normal;
// the glow intensity
uniform float glowIntensity;
void main(void) {
// set the diffuse, normal, specular data
gl_FragData[0] = vec4(1.0f, 1.0f, 0.0f, 0.0f); //vec4(gl_Color.rgb, glowIntensity);
gl_FragData[1] = vec4(1.0f, 1.0f, 0.0f, 0.0f); //normalize(normal) * 0.5 + vec4(0.5, 0.5, 0.5, 1.0);
gl_FragData[2] = vec4(1.0f, 1.0f, 0.0f, 0.0f); //vec4(gl_FrontMaterial.specular.rgb, gl_FrontMaterial.shininess / 128.0);
}

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#version 120
//
// simple.vert
// vertex shader
//
// Created by Andrzej Kapolka on 9/15/14.
// Copyright 2014 High Fidelity, Inc.
//
// Distributed under the Apache License, Version 2.0.
// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
//
// the interpolated normal
varying vec4 normal;
void main(void) {
// transform and store the normal for interpolation
normal = normalize(gl_ModelViewMatrix * vec4(gl_Normal, 0.0));
// pass along the diffuse color
gl_FrontColor = vec4(1.0f, 0.0f, 0.0f, 0.0f); //gl_Color;
// use standard pipeline transform
gl_Position = ftransform();
}