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71d132b470
The builtin matrices are no longer available in modern GLSL, preventing an upgrade of the shader. Also perform better reporting of shader compilation errors.
34 lines
850 B
Text
34 lines
850 B
Text
#version 120
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varying vec4 v_color;
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varying float v_distance;
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uniform float u_usePalette;
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uniform mat4 u_rotMatrix;
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uniform mat4 u_modelMatrix;
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uniform mat4 u_projectionMatrix;
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uniform mat4 u_detailMatrix;
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uniform mat4 u_glowMatrix;
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const float c_zero = 0.0;
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const float c_one = 1.0;
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void main()
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{
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vec4 vertex = u_rotMatrix * gl_Vertex;
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vec4 eyeCoordPosition = u_modelMatrix * vertex;
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gl_Position = u_projectionMatrix * eyeCoordPosition;
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eyeCoordPosition.xyz /= eyeCoordPosition.w;
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gl_TexCoord[0] = gl_MultiTexCoord0;
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//gl_TexCoord[0] = mix(gl_TexCoord[0].xyzw, gl_TexCoord[0].yxzw, u_usePalette); WTF is this???
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gl_TexCoord[3] = u_detailMatrix * gl_MultiTexCoord0;
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gl_TexCoord[4] = u_glowMatrix * gl_MultiTexCoord0;
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gl_FogFragCoord = abs(eyeCoordPosition.z);
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v_color = gl_Color;
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v_distance = gl_Vertex.z;
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}
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