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fgdata/Shaders/include_fog.vert

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GLSL
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//varying float fogCoord;
varying vec3 PointPos;
//varying vec4 EyePos;
void fog_Func(int type)
{
PointPos = (gl_ModelViewMatrix * gl_Vertex).xyz;
//PointPos = gl_Vertex;
//EyePos = gl_ModelViewMatrixInverse * vec4(0.0,0.0,0.0,1.0);
//fogCoord = abs(ecPosition.z);
}