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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/light.vert
parentb3b74dc2afe4c67a6b74c2a681aa7bbad7077511 (diff)
downloadzoom++-4e3efa239c9bcb5dd26b4ad9a4d43d4d6a266e6f.tar
zoom++-4e3efa239c9bcb5dd26b4ad9a4d43d4d6a266e6f.zip
Use multi-pass rendering with seperate ambient and light shaders
Diffstat (limited to 'shader/light.vert')
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1 files changed, 16 insertions, 0 deletions
diff --git a/shader/light.vert b/shader/light.vert
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+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();
+}