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executable file 50 lines (37 sloc) 1.06 kb
#version 150
// Vertex shader for texture mapping
#define PI 3.14159265358979323846264338327
uniform int gouraudMode;
uniform int seamFix;
uniform mat4 modelMatrix;
uniform mat3 normalMatrix;
uniform mat4 viewMatrix;
uniform mat4 inverseViewMatrix;
uniform mat4 projMatrix;
uniform vec3 lightDir; // assumed to be unit-length (already normalized)
uniform vec3 lightColor;
uniform vec3 objColor;
uniform float Ka;
uniform float Kd;
uniform float Ks;
uniform float shexp;
in vec4 vertPos;
in vec3 vertRgb;
in vec3 vertNorm;
in vec2 vertTex2;
out vec4 fragColor;
out vec3 texCoord;
out vec3 vnrm;
out vec3 fromEye;
void main() {
vnrm = normalMatrix * vertNorm;
vec4 vVert4 = viewMatrix * modelMatrix * vertPos;
vec3 vEyeVertex = normalize(vVert4.xyz / vVert4.w);
vec4 vCoords = vec4(reflect(vEyeVertex, vnrm), 1.0);
vCoords = inverseViewMatrix * vCoords;
texCoord = normalize(vCoords.xyz);
fromEye = vEyeVertex;
// transform vertices
gl_Position = projMatrix * viewMatrix * modelMatrix * vertPos;
// texCoord = normalize(vertPos.xyz);
}
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