mirror of
https://github.com/overte-org/overte.git
synced 2025-04-26 03:56:11 +02:00
42 lines
1 KiB
GLSL
42 lines
1 KiB
GLSL
#version 120
|
|
|
|
//
|
|
// model.vert
|
|
// vertex shader
|
|
//
|
|
// Created by Andrzej Kapolka on 10/14/13.
|
|
// Copyright 2013 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
|
|
//
|
|
|
|
const int MAX_LOCAL_LIGHTS = 4;
|
|
|
|
// the interpolated position
|
|
varying vec4 position;
|
|
|
|
// 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));
|
|
|
|
// likewise with the position
|
|
position = gl_ModelViewMatrix * gl_Vertex;
|
|
|
|
// pass along the vertex color
|
|
gl_FrontColor = gl_Color;
|
|
|
|
// and the texture coordinates
|
|
gl_TexCoord[0] = gl_MultiTexCoord0;
|
|
|
|
// and the shadow texture coordinates
|
|
gl_TexCoord[1] = vec4(dot(gl_EyePlaneS[0], position), dot(gl_EyePlaneT[0], position), dot(gl_EyePlaneR[0], position), 1.0);
|
|
|
|
// use standard pipeline transform
|
|
gl_Position = ftransform();
|
|
}
|
|
|