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authorMatthias Schiffer <matthias@gamezock.de>2009-12-18 13:31:07 +0100
committerMatthias Schiffer <matthias@gamezock.de>2009-12-18 13:31:07 +0100
commit4e3efa239c9bcb5dd26b4ad9a4d43d4d6a266e6f (patch)
treee39e9698513687a3213ecae7eab942bce88b12d6 /shader/default.vert
parentb3b74dc2afe4c67a6b74c2a681aa7bbad7077511 (diff)
downloadzoom++-4e3efa239c9bcb5dd26b4ad9a4d43d4d6a266e6f.tar
zoom++-4e3efa239c9bcb5dd26b4ad9a4d43d4d6a266e6f.zip
Use multi-pass rendering with seperate ambient and light shaders
Diffstat (limited to 'shader/default.vert')
-rw-r--r--shader/default.vert17
1 files changed, 0 insertions, 17 deletions
diff --git a/shader/default.vert b/shader/default.vert
deleted file mode 100644
index 00b8118..0000000
--- a/shader/default.vert
+++ /dev/null
@@ -1,17 +0,0 @@
-varying vec4 diffuse, ambientGlobal, ambient;
-varying vec3 normal, pos;
-
-
-void main() {
- normal = normalize(gl_NormalMatrix * gl_Normal);
-
- pos = vec3(gl_ModelViewMatrix * gl_Vertex);
-
- diffuse = gl_FrontMaterial.diffuse * gl_LightSource[0].diffuse;
-
- ambient = gl_FrontMaterial.ambient * gl_LightSource[0].ambient;
- ambientGlobal = gl_LightModel.ambient * gl_FrontMaterial.ambient;
-
- gl_TexCoord[0] = gl_MultiTexCoord0;
- gl_Position = ftransform();
-}