The purpose of the patch is to replace deprecated glShadeModel. To decrease glShadeModel calls I've set GL_SMOOTH by default Reviewers: merwin, brecht Reviewed By: brecht Subscribers: blueprintrandom, Evgeny_Rodygin, AlexKowel, yurikovelenov Differential Revision: https://developer.blender.org/D1958
73 lines
1.5 KiB
GLSL
73 lines
1.5 KiB
GLSL
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#if defined(USE_SOLID_LIGHTING) || defined(USE_SCENE_LIGHTING)
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#if defined(USE_FLAT_NORMAL)
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varying vec3 eyespace_vert_pos;
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#else
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varying vec3 varying_normal;
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#endif
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#ifndef USE_SOLID_LIGHTING
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varying vec3 varying_position;
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#endif
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#endif
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#ifdef USE_COLOR
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#ifdef DRAW_LINE
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varying vec4 varying_vertex_color_line;
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#else
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varying vec4 varying_vertex_color;
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#endif
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#endif
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#ifdef USE_TEXTURE
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varying vec2 varying_texture_coord;
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#endif
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#ifdef CLIP_WORKAROUND
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varying float gl_ClipDistance[6];
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#endif
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void main()
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{
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vec4 co = gl_ModelViewMatrix * gl_Vertex;
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#if defined(USE_SOLID_LIGHTING) || defined(USE_SCENE_LIGHTING)
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#if !defined(USE_FLAT_NORMAL)
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varying_normal = normalize(gl_NormalMatrix * gl_Normal);
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#endif
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#if defined(USE_FLAT_NORMAL)
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/* transform vertex into eyespace */
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eyespace_vert_pos = (gl_ModelViewMatrix * gl_Vertex).xyz;
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#endif
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#ifndef USE_SOLID_LIGHTING
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varying_position = co.xyz;
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#endif
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#endif
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gl_Position = gl_ProjectionMatrix * co;
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#ifdef CLIP_WORKAROUND
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int i;
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for (i = 0; i < 6; i++)
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gl_ClipDistance[i] = dot(co, gl_ClipPlane[i]);
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#elif !defined(GPU_ATI)
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// Setting gl_ClipVertex is necessary to get glClipPlane working on NVIDIA
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// graphic cards, while on ATI it can cause a software fallback.
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gl_ClipVertex = co;
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#endif
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#ifdef USE_COLOR
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#ifdef DRAW_LINE
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varying_vertex_color_line = gl_Color;
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#else
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varying_vertex_color = gl_Color;
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#endif
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#endif
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#ifdef USE_TEXTURE
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varying_texture_coord = (gl_TextureMatrix[0] * gl_MultiTexCoord0).st;
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#endif
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}
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