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blender-archive/source/blender/gpu/shaders/gpu_shader_simple_vert.glsl

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#if defined(USE_SOLID_LIGHTING) || defined(USE_SCENE_LIGHTING)
varying vec3 varying_normal;
#ifndef USE_SOLID_LIGHTING
varying vec3 varying_position;
#endif
#endif
#ifdef USE_COLOR
varying vec4 varying_vertex_color;
#endif
#ifdef USE_TEXTURE
varying vec2 varying_texture_coord;
#endif
void main()
{
vec4 co = gl_ModelViewMatrix * gl_Vertex;
#if defined(USE_SOLID_LIGHTING) || defined(USE_SCENE_LIGHTING)
varying_normal = normalize(gl_NormalMatrix * gl_Normal);
#ifndef USE_SOLID_LIGHTING
varying_position = co.xyz;
#endif
#endif
gl_Position = gl_ProjectionMatrix * co;
#ifdef __GLSL_CG_DATA_TYPES
// Setting gl_ClipVertex is necessary to get glClipPlane working on NVIDIA graphic cards.
// gl_ClipVertex works only on NVIDIA graphic cards so we have to check with
// __GLSL_CG_DATA_TYPES if a NVIDIA graphic card is used (Cg support).
// gl_ClipVerte is supported up to GLSL 1.20.
gl_ClipVertex = gl_ModelViewMatrix * gl_Vertex;
#endif
#ifdef USE_COLOR
varying_vertex_color = gl_Color;
#endif
#ifdef USE_TEXTURE
varying_texture_coord = (gl_TextureMatrix[0] * gl_MultiTexCoord0).st;
#endif
}