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author | Matthias Schiffer <matthias@gamezock.de> | 2009-12-18 13:31:07 +0100 |
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committer | Matthias Schiffer <matthias@gamezock.de> | 2009-12-18 13:31:07 +0100 |
commit | 4e3efa239c9bcb5dd26b4ad9a4d43d4d6a266e6f (patch) | |
tree | e39e9698513687a3213ecae7eab942bce88b12d6 /shader/light.vert | |
parent | b3b74dc2afe4c67a6b74c2a681aa7bbad7077511 (diff) | |
download | zoom++-4e3efa239c9bcb5dd26b4ad9a4d43d4d6a266e6f.tar zoom++-4e3efa239c9bcb5dd26b4ad9a4d43d4d6a266e6f.zip |
Use multi-pass rendering with seperate ambient and light shaders
Diffstat (limited to 'shader/light.vert')
-rw-r--r-- | shader/light.vert | 16 |
1 files changed, 16 insertions, 0 deletions
diff --git a/shader/light.vert b/shader/light.vert new file mode 100644 index 0000000..b97da78 --- /dev/null +++ b/shader/light.vert @@ -0,0 +1,16 @@ +varying vec4 diffuse, 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; + + gl_TexCoord[0] = gl_MultiTexCoord0; + gl_Position = ftransform(); +} |