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2ae2a551a6
GLES drivers adapted, but only did make compile-tests. git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/branches/ogl-es@6038 dfc29bdd-3216-0410-991c-e03cc46cb475
35 lines
1.1 KiB
GLSL
35 lines
1.1 KiB
GLSL
// Part of the Irrlicht Engine Shader example.
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// Simple GLSL vertex shader
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// Please note that these example shaders don't do anything really useful.
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// They only demonstrate that shaders can be used in Irrlicht.
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uniform mat4 mWorldViewProj;
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uniform mat4 mInvWorld;
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uniform mat4 mTransWorld;
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uniform vec3 mLightPos; // actually just camera-pos in this case
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uniform vec4 mLightColor;
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void main(void)
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{
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gl_Position = mWorldViewProj * gl_Vertex;
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// transform normal somehow (NOTE: for the real vertex normal you would use an inverse-transpose world matrix instead of mInvWorld)
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vec4 normal = vec4(gl_Normal, 0.0);
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normal = mInvWorld * normal;
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normal = normalize(normal);
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// (NOTE: not sure why transposed world is used instead of world?)
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vec4 worldpos = gl_Vertex * mTransWorld;
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vec4 lightVector = worldpos - vec4(mLightPos,1.0);
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lightVector = normalize(lightVector);
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float tmp2 = dot(-lightVector, normal);
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vec4 tmp = mLightColor * tmp2;
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gl_FrontColor = gl_BackColor = vec4(tmp.x, tmp.y, tmp.z, 0.0);
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gl_TexCoord[0] = gl_MultiTexCoord0;
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}
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