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uniform mat4 mWorldViewProj;
uniform mat4 mInvWorld;
uniform mat4 mTransWorld;
varying vec3 vPosition;
void main(void)
{
gl_Position = mWorldViewProj * gl_Vertex;
vPosition = (mWorldViewProj * gl_Vertex).xyz;
if(gl_Normal.y > 0.5)
gl_FrontColor = gl_BackColor = gl_Color;
else
gl_FrontColor = gl_BackColor = gl_Color * 0.7;
/*if(gl_Normal.y > 0.5)
gl_FrontColor = gl_BackColor = vec4(1.0, 1.0, 1.0, 1.0);
else
gl_FrontColor = gl_BackColor = vec4(1.0, 1.0, 1.0, 1.0) * 0.7;*/
gl_TexCoord[0] = gl_MultiTexCoord0;
}
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