| Index: conformance/shaders/misc/shared.vert
|
| ===================================================================
|
| --- conformance/shaders/misc/shared.vert (revision 106149)
|
| +++ conformance/shaders/misc/shared.vert (working copy)
|
| @@ -1,41 +0,0 @@
|
| -// shared vertex shader should succeed.
|
| -uniform mat4 viewProjection;
|
| -uniform vec3 worldPosition;
|
| -uniform vec3 nextPosition;
|
| -uniform float fishLength;
|
| -uniform float fishWaveLength;
|
| -uniform float fishBendAmount;
|
| -attribute vec4 position;
|
| -attribute vec2 texCoord;
|
| -varying vec4 v_position;
|
| -varying vec2 v_texCoord;
|
| -varying vec3 v_surfaceToLight;
|
| -void main() {
|
| - vec3 vz = normalize(worldPosition - nextPosition);
|
| - vec3 vx = normalize(cross(vec3(0,1,0), vz));
|
| - vec3 vy = cross(vz, vx);
|
| - mat4 orientMat = mat4(
|
| - vec4(vx, 0),
|
| - vec4(vy, 0),
|
| - vec4(vz, 0),
|
| - vec4(worldPosition, 1));
|
| - mat4 world = orientMat;
|
| - mat4 worldViewProjection = viewProjection * world;
|
| - mat4 worldInverseTranspose = world;
|
| -
|
| - v_texCoord = texCoord;
|
| - // NOTE:If you change this you need to change the laser code to match!
|
| - float mult = position.z > 0.0 ?
|
| - (position.z / fishLength) :
|
| - (-position.z / fishLength * 2.0);
|
| - float s = sin(mult * fishWaveLength);
|
| - float a = sign(s);
|
| - float offset = pow(mult, 2.0) * s * fishBendAmount;
|
| - v_position = (
|
| - worldViewProjection *
|
| - (position +
|
| - vec4(offset, 0, 0, 0)));
|
| - v_surfaceToLight = (world * position).xyz;
|
| - gl_Position = v_position;
|
| -}
|
| -
|
|
|