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fgdata/Shaders/forest.vert

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908 B
GLSL
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#version 120
varying vec4 rawpos;
varying vec4 ecPosition;
varying vec3 VNormal;
varying vec3 VTangent;
varying vec3 VBinormal;
varying vec3 Normal;
varying vec4 constantColor;
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attribute vec3 tangent;
attribute vec3 binormal;
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// ////fog "include"////////
// uniform int fogType;
//
// void fog_Func(int type);
// /////////////////////////
void setupShadows(vec4 eyeSpacePos);
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void main(void)
{
rawpos = gl_Vertex;
ecPosition = gl_ModelViewMatrix * rawpos;
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Normal = normalize(gl_Normal);
VNormal = gl_NormalMatrix * gl_Normal;
VTangent = gl_NormalMatrix * tangent;
VBinormal = gl_NormalMatrix * binormal;
gl_FrontColor = gl_Color;
constantColor = gl_FrontMaterial.emission
+ gl_FrontColor * (gl_LightModel.ambient + gl_LightSource[0].ambient);
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gl_Position = ftransform();
gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0;
// fog_Func(fogType);
setupShadows(ecPosition);
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}