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Ignore:
Timestamp:
Nov 9, 2018, 1:06:05 PM (5 years ago)
Author:
wiesep
Message:

Updated programs and adjusted Material to work with GLSL>150

File:
1 edited

Legend:

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  • data/branches/Shader_HS18/programs/Example/GLSL150/HardwareMorphAnimationWithNormalsVp.glsl

    r12083 r12091  
    77in vec4 uv2; // normal2
    88
    9 out vec2 oUv;
    109out vec4 colour;
     10// out vec2 oUv;
    1111
    1212uniform mat4 worldViewProj;
     
    1818void main()
    1919{
    20         // interpolate position
    21         vec4 posinterp = vec4(vertex.xyz + anim_t.x*(uv1.xyz - vertex.xyz), 1.0);
     20    // interpolate position
     21    vec4 posinterp = vec4(vertex.xyz + anim_t.x*(uv1.xyz - vertex.xyz), 1.0);
    2222
    2323    // nlerp normal
    24         vec3 ninterp = normal + anim_t.x*(uv2.xyz - normal);
    25         ninterp = normalize(ninterp);
     24    vec3 ninterp = normal + anim_t.x*(uv2.xyz - normal);
     25    ninterp = normalize(ninterp);
    2626
    27         gl_Position = worldViewProj * posinterp;
    28         oUv = uv0.xy;
     27    gl_Position = worldViewProj * posinterp;
     28    // oUv = uv0.xy;
    2929
    30         vec3 lightDir = normalize(
    31                 objSpaceLightPos.xyz - (posinterp.xyz * objSpaceLightPos.w));
     30    vec3 lightDir = normalize(
     31        objSpaceLightPos.xyz - (posinterp.xyz * objSpaceLightPos.w));
    3232
    33         // Colour it red to make it easy to identify
    34         float lit = clamp(dot(lightDir, ninterp), 0.0, 1.0);
    35         colour = vec4((ambient.rgb + vec3(lit,lit,lit)) * vec3(1.0,0.0,0.0), 1.0);
     33    // Colour it red to make it easy to identify
     34    float lit = clamp(dot(lightDir, ninterp), 0.0, 1.0);
     35    colour = vec4((ambient.rgb + vec3(lit,lit,lit)) * vec3(1.0,0.0,0.0), 1.0);
    3636}
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