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| 1 /* |
| 2 * Copyright (c) 2009 The Chromium Authors. All rights reserved. |
| 3 * |
| 4 * Redistribution and use in source and binary forms, with or without |
| 5 * modification, are permitted provided that the following conditions are |
| 6 * met: |
| 7 * |
| 8 * * Redistributions of source code must retain the above copyright |
| 9 * notice, this list of conditions and the following disclaimer. |
| 10 * * Redistributions in binary form must reproduce the above |
| 11 * copyright notice, this list of conditions and the following disclaimer |
| 12 * in the documentation and/or other materials provided with the |
| 13 * distribution. |
| 14 * * Neither the name of Google Inc. nor the names of its |
| 15 * contributors may be used to endorse or promote products derived from |
| 16 * this software without specific prior written permission. |
| 17 * |
| 18 * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS |
| 19 * AS IS AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT |
| 20 * LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR |
| 21 * A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT |
| 22 * OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, |
| 23 * SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT |
| 24 * LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, |
| 25 * DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY |
| 26 * THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT |
| 27 * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE |
| 28 * OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. |
| 29 */ |
| 30 |
| 31 attribute vec4 a_vertex; |
| 32 attribute vec3 a_normal; |
| 33 |
| 34 uniform mat4 u_modelViewProjMatrix; |
| 35 |
| 36 struct MyStruct |
| 37 { |
| 38 int x; |
| 39 int y; |
| 40 }; |
| 41 |
| 42 uniform MyStruct u_struct; |
| 43 uniform float u_array[4]; |
| 44 |
| 45 varying vec3 v_normal; |
| 46 |
| 47 void main() |
| 48 { |
| 49 v_normal = a_normal; |
| 50 gl_Position = u_modelViewProjMatrix * a_vertex + |
| 51 vec4(u_struct.x, u_struct.y, 0, 1) + |
| 52 vec4(u_array[0], u_array[1], u_array[2], u_array[3]); |
| 53 } |
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