filename | src/pvr2/vertex.glsl |
changeset | 847:2089244671d2 |
prev | 653:3202ff01d48e |
next | 1066:ddffe9d2b332 |
author | nkeynes |
date | Sun Sep 28 01:09:51 2008 +0000 (15 years ago) |
permissions | -rw-r--r-- |
last change | Initial shadow volume implementation for opaque polygons (stencil isn't quite right, but we get some kind of shadows now) |
file | annotate | diff | log | raw |
nkeynes@653 | 1 | // Standard PVR2 vertex shader |
nkeynes@653 | 2 | |
nkeynes@653 | 3 | void main() |
nkeynes@653 | 4 | { |
nkeynes@653 | 5 | vec4 tmp = ftransform(); |
nkeynes@653 | 6 | float w = gl_Vertex.z; |
nkeynes@653 | 7 | gl_Position = tmp * w; |
nkeynes@653 | 8 | gl_FrontColor = gl_Color; |
nkeynes@653 | 9 | gl_FrontSecondaryColor = gl_SecondaryColor; |
nkeynes@653 | 10 | gl_TexCoord[0] = gl_MultiTexCoord0; |
nkeynes@847 | 11 | gl_FogFragCoord = gl_FogCoord; |
nkeynes@653 | 12 | } |
.