Changeset 239 for trunk/tests/md2_test/obj.vert
- Timestamp:
- 05/17/14 02:35:19 (11 years ago)
- File:
-
- 1 edited
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trunk/tests/md2_test/obj.vert
r189 r239 12 12 varying vec2 v_texcoord; 13 13 14 uniform mat4 matrix_mvp; 15 uniform mat4 nv_m_modelview; 16 uniform mat4 nv_m_projection; 17 uniform mat3 nv_m_normal; 14 uniform mat4 nv_m_mvp; 15 uniform mat4 nv_m_model; 16 uniform mat4 nv_m_model_inv; 17 uniform vec3 nv_v_camera_position; 18 uniform vec3 light_position; 18 19 uniform float nv_interpolate; 19 uniform vec3 light_position;20 20 21 void main(void) {22 vec4 vertex = vec4( mix( nv_position, nv_next_position, nv_interpolate ), 1.0 ); 23 vec 3 eye_pos = vec3( nv_m_modelview * vertex);24 v_normal = normalize( nv_m_normal *mix( nv_normal, nv_next_normal, nv_interpolate ) );25 v_ light_vector = vec3( normalize( light_position - eye_pos ) );26 v_view_vector = vec3( normalize( -eye_pos ) );21 void main(void) 22 { 23 vec4 position = vec4( mix( nv_position, nv_next_position, nv_interpolate ), 1.0 ); 24 v_normal = normalize( mix( nv_normal, nv_next_normal, nv_interpolate ) ); 25 v_texcoord = nv_texcoord; 26 gl_Position = nv_m_mvp * position; 27 27 28 v_texcoord = nv_texcoord; 29 gl_Position = matrix_mvp * vertex; 28 vec3 camera_loc = vec3(nv_m_model_inv * vec4 (nv_v_camera_position, 1.0) ); 29 vec3 light_loc = vec3(nv_m_model_inv * vec4 (light_position, 1.0) ); 30 31 v_view_vector = normalize( nv_position - camera_loc ); 32 v_light_vector = normalize( nv_position - light_loc ); 30 33 }
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