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fgdata/Shaders/urban.vert

36 lines
931 B
GLSL
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// -*- mode: C; -*-
// Licence: GPL v2
// Author: Frederic Bouvier
varying vec4 rawpos;
varying vec4 ecPosition;
varying vec3 VNormal;
varying vec3 Normal;
varying vec3 VTangent;
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//varying vec3 VBinormal;
varying vec4 constantColor;
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attribute vec3 tangent;//, binormal;
////fog "include"////////
// uniform int fogType;
//
// void fog_Func(int type);
/////////////////////////
void main(void)
{
rawpos = gl_Vertex;
ecPosition = gl_ModelViewMatrix * gl_Vertex;
VNormal = normalize(gl_NormalMatrix * gl_Normal);
Normal = normalize(gl_Normal);
VTangent = gl_NormalMatrix * tangent;
VBinormal = gl_NormalMatrix * binormal;
gl_FrontColor = gl_Color;
constantColor = gl_FrontMaterial.emission
+ gl_Color * (gl_LightModel.ambient + gl_LightSource[0].ambient);
gl_Position = ftransform();
gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0;
// fog_Func(fogType);
}