diff options
author | Daniel Stokes <kupomail@gmail.com> | 2012-05-01 06:50:17 +0400 |
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committer | Daniel Stokes <kupomail@gmail.com> | 2012-05-01 06:50:17 +0400 |
commit | ae4fda82b026ae6e2b003c1105f329b7e76582b0 (patch) | |
tree | 1dfe2a3f3e1dd3dabe22c51a96ffdc07575f1bc5 /source/blender/gpu/shaders/gpu_shader_vertex.glsl | |
parent | 7cb037db8628c0522fb8c143d461e2054b616771 (diff) |
Merging phase 1 of the BGE Harmony branch:
* Shadow color now usable in the BGE
* Simplified the shadow panel while "Blender Game" renderer is active
* Added variance shadow maps for the BGE
* Buffered shadows on sun lamps in the BGE (orthographic)
* Light textures in the BGE
Diffstat (limited to 'source/blender/gpu/shaders/gpu_shader_vertex.glsl')
-rw-r--r-- | source/blender/gpu/shaders/gpu_shader_vertex.glsl | 12 |
1 files changed, 12 insertions, 0 deletions
diff --git a/source/blender/gpu/shaders/gpu_shader_vertex.glsl b/source/blender/gpu/shaders/gpu_shader_vertex.glsl new file mode 100644 index 00000000000..a86431bdd7a --- /dev/null +++ b/source/blender/gpu/shaders/gpu_shader_vertex.glsl @@ -0,0 +1,12 @@ + +varying vec3 varposition; +varying vec3 varnormal; + +void main() +{ + vec4 co = gl_ModelViewMatrix * gl_Vertex; + + varposition = co.xyz; + varnormal = normalize(gl_NormalMatrix * gl_Normal); + gl_Position = gl_ProjectionMatrix * co; + |