Revision 2dacdeb2
Added by Leszek Koltunski almost 8 years ago
src/main/res/raw/main_vertex_shader.glsl | ||
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29 | 29 |
uniform mat4 u_MVMatrix; // A constant representing the combined model/view matrix. |
30 | 30 |
|
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attribute vec3 a_Position; // Per-vertex position information we will pass in. |
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attribute vec4 a_Color; // Per-vertex color information we will pass in. |
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attribute vec3 a_Normal; // Per-vertex normal information we will pass in. |
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attribute vec3 a_Normal; // Per-vertex normal information we will pass in. |
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34 | 33 |
attribute vec2 a_TexCoordinate; // Per-vertex texture coordinate information we will pass in. |
35 | 34 |
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36 | 35 |
varying vec3 v_Position; // |
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varying vec4 v_Color; // Those will be passed into the fragment shader. |
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varying vec3 v_Normal; // |
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varying vec3 v_Normal; // |
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39 | 37 |
varying vec2 v_TexCoordinate; // |
40 | 38 |
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uniform int vNumEffects; // total number of vertex effects |
... | ... | |
351 | 349 |
#endif |
352 | 350 |
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v_Position = vec3(u_MVMatrix*v); |
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v_Color = a_Color; |
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v_TexCoordinate = a_TexCoordinate; |
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v_TexCoordinate = a_TexCoordinate; |
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356 | 353 |
v_Normal = normalize(vec3(u_MVMatrix*n)); |
357 | 354 |
gl_Position = u_MVPMatrix*v; |
358 | 355 |
} |
Also available in: Unified diff
remove the 'Color' vertex attribute.