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authorknolax <1339802534.kk@gmail.com>2017-02-22 20:43:47 -0500
committerknolax <1339802534.kk@gmail.com>2017-02-22 20:43:47 -0500
commitc7bdd6fcae58e09597071405c1449df64e084c51 (patch)
treec9ca26278a7a86725aa2e5af7e1a330c89265137 /example/vertexshader.glsl
parentd137bf2485050b54bb0ac65ef543ba24f18fabbe (diff)
implemented phoung shading and surrounding infrastructure, gen.cpp compiles a simple program that creates raw vertex data from vertexes in a way that surppassess the limitations of opengl's native elements[] protocol. next step is to allow for z distance based override and multi draw;
Diffstat (limited to 'example/vertexshader.glsl')
-rw-r--r--example/vertexshader.glsl10
1 files changed, 8 insertions, 2 deletions
diff --git a/example/vertexshader.glsl b/example/vertexshader.glsl
index 4187969..f60ec9f 100644
--- a/example/vertexshader.glsl
+++ b/example/vertexshader.glsl
@@ -2,9 +2,15 @@
uniform mat4 proj;
uniform mat4 tran;
uniform mat4 cam;
+uniform mat4 rot;
in vec3 position;
-
+in vec3 vnormal;
+varying vec4 fragpos;
+varying vec4 fragnormal; // if this needs to not be blended jsut have all vertexes in a poly be the same
void main()
{
- gl_Position = proj * cam * tran * vec4(position, 1.0f);
+ //this is the actual position
+ gl_Position = proj * cam * tran * vec4(position, 1.0f);// - vec4(gl_Normal, 1.0f);
+ fragpos = tran * vec4(position, 1.0f);
+ fragnormal = (tran * vec4(vnormal, 1.0f)) - (tran * vec4(0.0, 0.0, 0.0, 1.0));
}