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more work on improved model picking
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2 changed files with 0 additions and 51 deletions
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#version 120
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//
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// simple.frag
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// fragment shader
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//
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// Created by Andrzej Kapolka on 9/15/14.
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// Copyright 2014 High Fidelity, Inc.
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//
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// Distributed under the Apache License, Version 2.0.
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// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
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//
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// the interpolated normal
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varying vec4 normal;
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// the glow intensity
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uniform float glowIntensity;
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void main(void) {
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// set the diffuse, normal, specular data
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gl_FragData[0] = vec4(1.0f, 1.0f, 0.0f, 0.0f); //vec4(gl_Color.rgb, glowIntensity);
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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);
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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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}
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#version 120
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//
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// simple.vert
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// vertex shader
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//
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// Created by Andrzej Kapolka on 9/15/14.
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// Copyright 2014 High Fidelity, Inc.
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//
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// Distributed under the Apache License, Version 2.0.
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// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
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//
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// the interpolated normal
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varying vec4 normal;
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void main(void) {
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// transform and store the normal for interpolation
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normal = normalize(gl_ModelViewMatrix * vec4(gl_Normal, 0.0));
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// pass along the diffuse color
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gl_FrontColor = vec4(1.0f, 0.0f, 0.0f, 0.0f); //gl_Color;
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// use standard pipeline transform
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gl_Position = ftransform();
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}
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