filename | src/pvr2/vertex.glsl |
changeset | 645:a7392098299c |
prev | 639:162ee7614b60 |
next | 652:231ca5cbd397 |
author | nkeynes |
date | Sun Mar 16 04:49:19 2008 +0000 (16 years ago) |
branch | lxdream-render |
permissions | -rw-r--r-- |
last change | Use max-z rather than min-z for tri sort (still wrong for some cases of course, but consistent with prior behaviour) |
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1 // Standard PVR2 vertex shader
3 void main()
4 {
5 gl_Position = ftransform();
6 // gl_Position.z = log(gl_Vertex.z);
7 gl_FrontColor = gl_Color;
8 gl_FrontSecondaryColor = gl_SecondaryColor;
9 gl_TexCoord[0] = gl_MultiTexCoord0;
10 }
.