예제 #1
0
void main()
{
    vec4 color;
    calcLightning(color);

    gl_FragColor = color;
}
예제 #2
0
void main() 
{
	highp vec4 position =  vec4(a_position.x / u_shortFloatFactor, a_position.y / u_shortFloatFactor, a_position.z / u_shortFloatFactor, 1);

	v_uv = vec2(a_uv.x / u_shortFloatFactor, a_uv.y / u_shortFloatFactor);

	calcLightning(position, vec4(a_normal.x / u_shortFloatFactor, a_normal.y / u_shortFloatFactor, a_normal.z / u_shortFloatFactor, 1));
	
	gl_Position = u_modelViewProjectionMatrix *position;
}
예제 #3
0
void main() 
{
	highp vec4 position =  vec4(a_position.x, a_position.y, a_position.z, 1);		
	
	gl_Position = u_modelViewProjectionMatrix *position;

	highp float lx = abs(u_maxBounds.x - u_minBounds.x);
	highp float ly = abs(u_maxBounds.y - u_minBounds.y);

	highp vec4 transformedPosition = u_modelViewMatrix*position;
	calcLightning(transformedPosition, vec4(a_normal.x, a_normal.y, a_normal.z, 1));
	
	v_uv = vec2((transformedPosition.x - u_minBounds.x) / lx , 1.0 - (transformedPosition.y - u_minBounds.y) / ly);
}