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vec4 calcLighting(vec3 pos, vec3 norm, vec4 color, vec3 baseCol);
void default_scatter(vec3 viewVec, vec3 lightDir);
attribute vec4 materialColor;
void main()
{
//transform vertex
gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;
gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0;
vec3 pos = (gl_ModelViewMatrix * gl_Vertex).xyz;
vec3 norm = normalize(gl_NormalMatrix * gl_Normal);
vec4 color = calcLighting(pos, norm, materialColor, gl_Color.rgb);
default_scatter(pos, gl_LightSource[0].position.xyz);
gl_FrontColor = color;
}
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