principia/data/shaders/shiny.vp
2025-03-04 21:51:19 +01:00

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Text

attribute vec3 position;
attribute vec3 normal;
attribute vec2 texcoord;
uniform mat4 MVP;
uniform mat4 MV;
uniform mat4 M;
uniform mat3 N;
UNIFORMS
varying mediump float FS_diffuse;
varying lowp vec2 FS_texcoord;
varying lowp vec2 FS_texcoord2;
varying mediump vec3 FS_normal;
varying mediump vec3 FS_eye;
VARYINGS
void main(void)
{
vec3 nor = N*normal;
vec4 pos = MVP*vec4(position, 1.);
SET_SHADOW
SET_AMBIENT_OCCL
FS_texcoord = texcoord;
vec4 tmp = (M*vec4(position, 1.)) + vec4(MV[3].xy*.25,0.,0.);
FS_texcoord2 = (tmp.xy+vec2(tmp.z)) / 25.;
FS_diffuse = max(dot(LIGHT, nor)*_DIFFUSE, 0.);
FS_normal = nor;
FS_eye = (MV*vec4(position, 1.)).xyz;
gl_Position = pos;
}