b98fcba700
Please Note: There is a problem with this implementation when the light cone crosses the near/far camera boundary.
9 lines
168 B
GLSL
9 lines
168 B
GLSL
varying float fogCoord;
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void main()
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{
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vec3 ecPosition = vec3(gl_ModelViewMatrix * gl_Vertex);
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gl_Position = ftransform();
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fogCoord = abs(ecPosition.z);
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}
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