raze-gles/wadsrc/static/demolition/shaders/glsl/polymost.vp
Christoph Oelckers 71d132b470 - use explicitly declared matrix uniforms.
The builtin matrices are no longer available in modern GLSL, preventing an upgrade of the shader.
Also perform better reporting of shader compilation errors.
2019-10-06 10:19:51 +02:00

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#version 120
varying vec4 v_color;
varying float v_distance;
uniform float u_usePalette;
uniform mat4 u_rotMatrix;
uniform mat4 u_modelMatrix;
uniform mat4 u_projectionMatrix;
uniform mat4 u_detailMatrix;
uniform mat4 u_glowMatrix;
const float c_zero = 0.0;
const float c_one = 1.0;
void main()
{
vec4 vertex = u_rotMatrix * gl_Vertex;
vec4 eyeCoordPosition = u_modelMatrix * vertex;
gl_Position = u_projectionMatrix * eyeCoordPosition;
eyeCoordPosition.xyz /= eyeCoordPosition.w;
gl_TexCoord[0] = gl_MultiTexCoord0;
//gl_TexCoord[0] = mix(gl_TexCoord[0].xyzw, gl_TexCoord[0].yxzw, u_usePalette); WTF is this???
gl_TexCoord[3] = u_detailMatrix * gl_MultiTexCoord0;
gl_TexCoord[4] = u_glowMatrix * gl_MultiTexCoord0;
gl_FogFragCoord = abs(eyeCoordPosition.z);
v_color = gl_Color;
v_distance = gl_Vertex.z;
}