doom3quest/Projects/Android/jni/d3es-multithread-master/neo/renderer/glsl/zfillClipShaderVP.cpp

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/*
* This file is part of the D3wasm project (http://www.continuation-labs.com/projects/d3wasm)
* Copyright (c) 2019 Gabriel Cuvillier.
*
* This program is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, version 3.
*
* This program is distributed in the hope that it will be useful, but
* WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
* General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program. If not, see <http://www.gnu.org/licenses/>.
*/
#include "glsl_shaders.h"
const char * const zfillClipShaderVP = R"(
#version 100
precision mediump float;
// In
attribute highp vec4 attr_Vertex;
attribute vec4 attr_TexCoord;
// Uniforms
uniform highp mat4 u_modelViewProjectionMatrix;
uniform mat4 u_textureMatrix;
uniform vec4 u_clipPlane;
// Out
// gl_Position
varying vec2 var_TexDiffuse;
varying vec2 var_TexClip;
void main(void)
{
var_TexDiffuse = (u_textureMatrix * attr_TexCoord).xy; // Homogeneous coordinates of textureMatrix supposed to be 1
var_TexClip = vec2( dot( u_clipPlane, attr_Vertex), 0.5 );
gl_Position = u_modelViewProjectionMatrix * attr_Vertex;
}
)";