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#if defined(USE_SOLID_LIGHTING) || defined(USE_SCENE_LIGHTING)
#if defined(USE_FLAT_NORMAL)
varying vec3 eyespace_vert_pos;
#else
varying vec3 varying_normal;
#endif
#ifndef USE_SOLID_LIGHTING
varying vec3 varying_position;
#endif
#endif
#ifdef USE_COLOR
#ifdef DRAW_LINE
varying vec4 varying_vertex_color_line;
#else
varying vec4 varying_vertex_color;
#endif
#endif
#ifdef USE_TEXTURE
varying vec2 varying_texture_coord;
#endif
#ifdef CLIP_WORKAROUND
varying float gl_ClipDistance[6];
#endif
void main()
{
vec4 co = gl_ModelViewMatrix * gl_Vertex;
#if defined(USE_SOLID_LIGHTING) || defined(USE_SCENE_LIGHTING)
#if !defined(USE_FLAT_NORMAL)
varying_normal = normalize(gl_NormalMatrix * gl_Normal);
#endif
#if defined(USE_FLAT_NORMAL)
/* transform vertex into eyespace */
eyespace_vert_pos = (gl_ModelViewMatrix * gl_Vertex).xyz;
#endif
#ifndef USE_SOLID_LIGHTING
varying_position = co.xyz;
#endif
#endif
gl_Position = gl_ProjectionMatrix * co;
#ifdef CLIP_WORKAROUND
int i;
for (i = 0; i < 6; i++)
gl_ClipDistance[i] = dot(co, gl_ClipPlane[i]);
#elif !defined(GPU_ATI)
// Setting gl_ClipVertex is necessary to get glClipPlane working on NVIDIA
// graphic cards, while on ATI it can cause a software fallback.
gl_ClipVertex = co;
#endif
#ifdef USE_COLOR
#ifdef DRAW_LINE
varying_vertex_color_line = gl_Color;
#else
varying_vertex_color = gl_Color;
#endif
#endif
#ifdef USE_TEXTURE
varying_texture_coord = (gl_TextureMatrix[0] * gl_MultiTexCoord0).st;
#endif
}
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