Revision 3fc9327a
Added by Leszek Koltunski over 7 years ago
src/main/java/org/distorted/library/DistortedEffects.java | ||
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21 | 21 |
|
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import android.content.res.Resources; |
23 | 23 |
import android.opengl.GLES30; |
24 |
import android.opengl.Matrix; |
|
25 | 24 |
|
26 | 25 |
import org.distorted.library.message.EffectListener; |
27 | 26 |
import org.distorted.library.program.DistortedProgram; |
... | ... | |
38 | 37 |
import org.distorted.library.type.Static3D; |
39 | 38 |
|
40 | 39 |
import java.io.InputStream; |
41 |
import java.nio.Buffer; |
|
42 | 40 |
import java.nio.ByteBuffer; |
43 | 41 |
import java.nio.ByteOrder; |
44 | 42 |
import java.nio.FloatBuffer; |
... | ... | |
80 | 78 |
mQuadPositions.put(positionData).position(0); |
81 | 79 |
} |
82 | 80 |
|
83 |
/// DEBUG ONLY ///// |
|
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private static DistortedProgram mDebugProgram; |
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85 |
|
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private static int mDebugObjDH; |
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private static int mDebugMVPMatrixH; |
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/// END DEBUG ////// |
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89 |
|
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private static float[] mMVPMatrix = new float[16]; |
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private static float[] mTmpMatrix = new float[16]; |
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/// NORMAL PROGRAM ///// |
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82 |
private static DistortedProgram mNormalProgram; |
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private static int mNormalMVPMatrixH; |
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/// END PROGRAMS ////// |
|
92 | 85 |
|
93 | 86 |
private static long mNextID =0; |
94 | 87 |
private long mID; |
95 | 88 |
|
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private EffectQueueMatrix mM;
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private EffectQueueFragment mF;
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private EffectQueueVertex mV;
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private EffectQueueMatrix mM; |
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private EffectQueueFragment mF; |
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private EffectQueueVertex mV; |
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99 | 92 |
|
100 | 93 |
private boolean matrixCloned, vertexCloned, fragmentCloned; |
101 | 94 |
|
... | ... | |
142 | 135 |
//android.util.Log.e("Effects", "vertHeader= "+mainVertHeader); |
143 | 136 |
//android.util.Log.e("Effects", "fragHeader= "+mainFragHeader); |
144 | 137 |
|
145 |
String[] feedback = { "v_Position", "v_Normal", "v_ndcPosition" };
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String[] feedback = { "v_Position", "v_endPosition" };
|
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146 | 139 |
|
147 | 140 |
mMainProgram = new DistortedProgram(mainVertStream,mainFragStream, mainVertHeader, mainFragHeader, Distorted.GLSL, feedback); |
148 | 141 |
|
... | ... | |
173 | 166 |
mBlitTextureH = GLES30.glGetUniformLocation( blitProgramH, "u_Texture"); |
174 | 167 |
mBlitDepthH = GLES30.glGetUniformLocation( blitProgramH, "u_Depth"); |
175 | 168 |
|
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// DEBUG PROGRAM //////////////////////////////////////
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final InputStream debugVertexStream = resources.openRawResource(R.raw.test_vertex_shader);
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final InputStream debugFragmentStream = resources.openRawResource(R.raw.test_fragment_shader);
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// NORMAL PROGRAM //////////////////////////////////////
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final InputStream normalVertexStream = resources.openRawResource(R.raw.normal_vertex_shader);
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final InputStream normalFragmentStream = resources.openRawResource(R.raw.normal_fragment_shader);
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179 | 172 |
|
180 | 173 |
try |
181 | 174 |
{ |
182 |
mDebugProgram = new DistortedProgram(debugVertexStream,debugFragmentStream, Distorted.GLSL_VERSION, Distorted.GLSL_VERSION, Distorted.GLSL);
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mNormalProgram = new DistortedProgram(normalVertexStream,normalFragmentStream, Distorted.GLSL_VERSION, Distorted.GLSL_VERSION, Distorted.GLSL);
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183 | 176 |
} |
184 | 177 |
catch(Exception e) |
185 | 178 |
{ |
186 |
android.util.Log.e("EFFECTS", "exception trying to compile DEBUG program: "+e.getMessage());
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android.util.Log.e("EFFECTS", "exception trying to compile NORMAL program: "+e.getMessage());
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187 | 180 |
throw new RuntimeException(e.getMessage()); |
188 | 181 |
} |
189 | 182 |
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int debugProgramH = mDebugProgram.getProgramHandle(); |
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mDebugObjDH = GLES30.glGetUniformLocation( debugProgramH, "u_objD"); |
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mDebugMVPMatrixH = GLES30.glGetUniformLocation( debugProgramH, "u_MVPMatrix"); |
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int normalProgramH = mNormalProgram.getProgramHandle(); |
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mNormalMVPMatrixH = GLES30.glGetUniformLocation( normalProgramH, "u_MVPMatrix"); |
|
193 | 185 |
} |
194 | 186 |
|
195 | 187 |
/////////////////////////////////////////////////////////////////////////////////////////////////// |
... | ... | |
232 | 224 |
|
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/////////////////////////////////////////////////////////////////////////////////////////////////// |
234 | 226 |
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@SuppressWarnings("unused") |
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private void displayBoundingRect(float halfW, float halfH, DistortedOutputSurface surface, MeshObject mesh) |
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private void displayNormals(MeshObject mesh) |
|
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{ |
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GLES30.glBindBufferBase(GLES30.GL_TRANSFORM_FEEDBACK_BUFFER, 0, mesh.mAttTFO[0]); |
239 | 230 |
GLES30.glBeginTransformFeedback( GLES30.GL_POINTS); |
240 |
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|
241 | 231 |
DistortedRenderState.switchOffDrawing(); |
242 | 232 |
GLES30.glDrawArrays( GLES30.GL_POINTS, 0, mesh.numVertices); |
243 | 233 |
DistortedRenderState.restoreDrawing(); |
244 |
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int error = GLES30.glGetError(); |
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if( error != GLES30.GL_NO_ERROR ) |
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{ |
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throw new RuntimeException("DrawArrays: glError 0x" + Integer.toHexString(error)); |
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} |
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// mapping the buffer range slows down rendering ///////////////////////// |
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int size = (MeshObject.POS_DATA_SIZE+MeshObject.NOR_DATA_SIZE+MeshObject.NDC_DATA_SIZE)*mesh.numVertices; |
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Buffer mappedBuffer = GLES30.glMapBufferRange(GLES30.GL_TRANSFORM_FEEDBACK_BUFFER, 0, 4*size, GLES30.GL_MAP_READ_BIT); |
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FloatBuffer fb = ((ByteBuffer) mappedBuffer).order(ByteOrder.nativeOrder()).asFloatBuffer(); |
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GLES30.glUnmapBuffer(GLES30.GL_TRANSFORM_FEEDBACK_BUFFER); |
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// end of slowdown ////////////////////////////////////////////////////// |
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260 | 234 |
GLES30.glEndTransformFeedback(); |
261 | 235 |
GLES30.glBindBufferBase(GLES30.GL_TRANSFORM_FEEDBACK_BUFFER, 0, 0); |
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/* |
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String msg = ""; |
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for(int i=0; i<size; i++) msg += (" "+fb.get(i)); |
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android.util.Log.d( "Feedback", msg); |
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*/ |
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float minx = Integer.MAX_VALUE; |
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float maxx = Integer.MIN_VALUE; |
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float miny = Integer.MAX_VALUE; |
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float maxy = Integer.MIN_VALUE; |
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float ndcX,ndcY; |
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for(int i=0; i<mesh.numVertices; i++) |
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{ |
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ndcX = fb.get(8*i+6); |
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ndcY = fb.get(8*i+7); |
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277 |
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if( ndcX<minx ) minx = ndcX; |
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if( ndcX>maxx ) maxx = ndcX; |
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if( ndcY<miny ) miny = ndcY; |
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if( ndcY>maxy ) maxy = ndcY; |
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} |
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283 |
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minx = surface.mWidth *(minx+1)/2; // |
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miny = surface.mHeight*(miny+1)/2; // transform from NDC to |
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maxx = surface.mWidth *(maxx+1)/2; // window coordinates |
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maxy = surface.mHeight*(maxy+1)/2; // |
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288 | 236 |
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mDebugProgram.useProgram(); |
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290 |
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Matrix.setIdentityM( mTmpMatrix, 0); |
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Matrix.translateM ( mTmpMatrix, 0, minx-surface.mWidth/2, maxy-surface.mHeight/2, -surface.mDistance); |
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293 |
Matrix.scaleM ( mTmpMatrix, 0, (maxx-minx)/(2*halfW), (maxy-miny)/(2*halfH), 1.0f); |
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294 |
Matrix.translateM ( mTmpMatrix, 0, halfW,-halfH, 0); |
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Matrix.multiplyMM ( mMVPMatrix, 0, surface.mProjectionMatrix, 0, mTmpMatrix, 0); |
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296 |
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297 |
GLES30.glUniform2f(mDebugObjDH, 2*halfW, 2*halfH); |
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GLES30.glUniformMatrix4fv(mDebugMVPMatrixH, 1, false, mMVPMatrix , 0); |
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299 |
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GLES30.glVertexAttribPointer(mDebugProgram.mAttribute[0], 2, GLES30.GL_FLOAT, false, 0, mQuadPositions); |
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GLES30.glDrawArrays(GLES30.GL_TRIANGLE_STRIP, 0, 4); |
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mNormalProgram.useProgram(); |
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GLES30.glUniformMatrix4fv(mNormalMVPMatrixH, 1, false, mM.getMVP() , 0); |
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GLES30.glBindBuffer(GLES30.GL_ARRAY_BUFFER, mesh.mAttTFO[0]); |
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GLES30.glVertexAttribPointer(mNormalProgram.mAttribute[0], MeshObject.POS_DATA_SIZE, GLES30.GL_FLOAT, false, 0, 0); |
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GLES30.glBindBuffer(GLES30.GL_ARRAY_BUFFER, 0); |
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GLES30.glLineWidth(8.0f); |
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GLES30.glDrawArrays(GLES30.GL_LINES, 0, 2*mesh.numVertices); |
|
302 | 244 |
} |
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304 | 246 |
/////////////////////////////////////////////////////////////////////////////////////////////////// |
... | ... | |
329 | 271 |
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330 | 272 |
GLES30.glDrawArrays(GLES30.GL_TRIANGLE_STRIP, 0, mesh.numVertices); |
331 | 273 |
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displayBoundingRect(halfW,halfH,surface,mesh);
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if( mesh.mShowNormals ) displayNormals(mesh);
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333 | 275 |
} |
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/////////////////////////////////////////////////////////////////////////////////////////////////// |
src/main/java/org/distorted/library/EffectQueueMatrix.java | ||
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250 | 250 |
mUniforms[NUM_UNIFORMS*index+6] = mUniforms[NUM_UNIFORMS*(index+1)+6]; |
251 | 251 |
} |
252 | 252 |
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/////////////////////////////////////////////////////////////////////////////////////////////////// |
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float[] getMVP() |
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{ |
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return mMVPMatrix; |
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} |
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253 | 260 |
/////////////////////////////////////////////////////////////////////////////////////////////////// |
254 | 261 |
|
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synchronized void send(DistortedOutputSurface projection, float halfX, float halfY, float halfZ) |
src/main/java/org/distorted/library/MeshObject.java | ||
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38 | 38 |
static final int POS_DATA_SIZE= 3; |
39 | 39 |
static final int NOR_DATA_SIZE= 3; |
40 | 40 |
static final int TEX_DATA_SIZE= 2; |
41 |
static final int NDC_DATA_SIZE= 2; |
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42 | 41 |
|
43 | 42 |
static final int OFFSET0 = 0; |
44 | 43 |
static final int OFFSET1 = (POS_DATA_SIZE )*BYTES_PER_FLOAT; |
45 | 44 |
static final int OFFSET2 = (POS_DATA_SIZE+NOR_DATA_SIZE )*BYTES_PER_FLOAT; |
46 | 45 |
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static final int TFSIZE = (POS_DATA_SIZE+NOR_DATA_SIZE+NDC_DATA_SIZE)*BYTES_PER_FLOAT;
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static final int TFSIZE = (POS_DATA_SIZE+POS_DATA_SIZE )*BYTES_PER_FLOAT;
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48 | 47 |
static final int VERTSIZE= (POS_DATA_SIZE+NOR_DATA_SIZE+TEX_DATA_SIZE)*BYTES_PER_FLOAT; |
49 | 48 |
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boolean mShowNormals; |
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|
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50 | 51 |
int numVertices; |
51 | 52 |
FloatBuffer mVertAttribs; // packed: PosX,PosY,PosZ, NorX, NorY,NorZ, TexS, TexT |
52 | 53 |
int[] mAttVBO = new int[1]; // server-side packed vertex attributes |
... | ... | |
62 | 63 |
super(DistortedObject.NOT_CREATED_YET,DistortedObject.TYPE_USER); |
63 | 64 |
|
64 | 65 |
zFactor = factor; |
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mShowNormals = false; |
|
65 | 67 |
recreate(); |
66 | 68 |
} |
67 | 69 |
|
... | ... | |
132 | 134 |
* This is used to be able to quickly compute, in window coordinates, the Mesh'es bounding rectangle. |
133 | 135 |
*/ |
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abstract float[] getBoundingVertices(); |
137 |
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/////////////////////////////////////////////////////////////////////////////////////////////////// |
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/** |
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* When rendering this Mesh, do we want to render the Normal vectors as well? |
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* |
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* @param show Controls if we render the Normal vectors or not. |
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*/ |
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public void setShowNormals(boolean show) |
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{ |
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mShowNormals = show; |
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} |
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135 | 148 |
} |
136 | 149 |
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src/main/res/raw/main_vertex_shader.glsl | ||
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24 | 24 |
in vec3 a_Normal; // Per-vertex normal vector. |
25 | 25 |
in vec2 a_TexCoordinate; // Per-vertex texture coordinate. |
26 | 26 |
out vec3 v_Position; // |
27 |
out vec2 v_ndcPosition; // for Transform Feedback only
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out vec3 v_endPosition; // for Transform Feedback only
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28 | 28 |
out vec3 v_Normal; // |
29 | 29 |
out vec2 v_TexCoordinate; // |
30 | 30 |
#else |
... | ... | |
32 | 32 |
attribute vec3 a_Normal; // Per-vertex normal vector. |
33 | 33 |
attribute vec2 a_TexCoordinate; // Per-vertex texture coordinate. |
34 | 34 |
varying vec3 v_Position; // |
35 |
varying vec2 v_ndcPosition; // for Transform Feedback only
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varying vec3 v_endPosition; // for Transform Feedback only
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36 | 36 |
varying vec3 v_Normal; // |
37 | 37 |
varying vec2 v_TexCoordinate; // |
38 | 38 |
#endif |
... | ... | |
527 | 527 |
{ |
528 | 528 |
vec3 v = 2.0*u_objD*a_Position; |
529 | 529 |
vec3 n = a_Normal; |
530 |
vec4 mvpPos; |
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531 | 530 |
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532 | 531 |
#if NUM_VERTEX>0 |
533 | 532 |
int j=0; |
... | ... | |
559 | 558 |
#endif |
560 | 559 |
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561 | 560 |
v_Position = v; |
561 |
v_endPosition = v + (0.3*u_objD.x)*n; |
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562 | 562 |
v_TexCoordinate = a_TexCoordinate; |
563 | 563 |
v_Normal = normalize(vec3(u_MVMatrix*vec4(n,0.0))); |
564 |
mvpPos = u_MVPMatrix*vec4(v,1.0); |
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v_ndcPosition = vec2(mvpPos.x/mvpPos.w,mvpPos.y/mvpPos.w); |
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566 |
gl_Position = mvpPos; |
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gl_Position = u_MVPMatrix*vec4(v,1.0); |
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567 | 565 |
} |
src/main/res/raw/normal_fragment_shader.glsl | ||
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1 |
////////////////////////////////////////////////////////////////////////////////////////////// |
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// Copyright 2016 Leszek Koltunski // |
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3 |
// // |
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4 |
// This file is part of Distorted. // |
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5 |
// // |
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// Distorted is free software: you can redistribute it and/or modify // |
|
7 |
// it under the terms of the GNU General Public License as published by // |
|
8 |
// the Free Software Foundation, either version 2 of the License, or // |
|
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// (at your option) any later version. // |
|
10 |
// // |
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// Distorted is distributed in the hope that it will be useful, // |
|
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// but WITHOUT ANY WARRANTY; without even the implied warranty of // |
|
13 |
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the // |
|
14 |
// GNU General Public License for more details. // |
|
15 |
// // |
|
16 |
// You should have received a copy of the GNU General Public License // |
|
17 |
// along with Distorted. If not, see <http://www.gnu.org/licenses/>. // |
|
18 |
////////////////////////////////////////////////////////////////////////////////////////////// |
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|
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precision lowp float; |
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#if __VERSION__ != 100 |
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out vec4 fragColor; |
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#define FRAG_COLOR fragColor |
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#else |
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#define FRAG_COLOR gl_FragColor |
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#endif |
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////////////////////////////////////////////////////////////////////////////////////////////// |
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31 |
void main() |
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32 |
{ |
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33 |
FRAG_COLOR = vec4(1.0,0.0,0.0,1.0); |
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} |
src/main/res/raw/normal_vertex_shader.glsl | ||
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1 |
////////////////////////////////////////////////////////////////////////////////////////////// |
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2 |
// Copyright 2016 Leszek Koltunski // |
|
3 |
// // |
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4 |
// This file is part of Distorted. // |
|
5 |
// // |
|
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// Distorted is free software: you can redistribute it and/or modify // |
|
7 |
// it under the terms of the GNU General Public License as published by // |
|
8 |
// the Free Software Foundation, either version 2 of the License, or // |
|
9 |
// (at your option) any later version. // |
|
10 |
// // |
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11 |
// Distorted is distributed in the hope that it will be useful, // |
|
12 |
// but WITHOUT ANY WARRANTY; without even the implied warranty of // |
|
13 |
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the // |
|
14 |
// GNU General Public License for more details. // |
|
15 |
// // |
|
16 |
// You should have received a copy of the GNU General Public License // |
|
17 |
// along with Distorted. If not, see <http://www.gnu.org/licenses/>. // |
|
18 |
////////////////////////////////////////////////////////////////////////////////////////////// |
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19 |
|
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20 |
precision lowp float; |
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21 |
|
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22 |
#if __VERSION__ != 100 |
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in vec3 a_Position; |
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24 |
#else |
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25 |
attribute vec3 a_Position; |
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26 |
#endif |
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27 |
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28 |
uniform mat4 u_MVPMatrix; |
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29 |
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30 |
////////////////////////////////////////////////////////////////////////////////////////////// |
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31 |
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32 |
void main() |
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33 |
{ |
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34 |
gl_Position = u_MVPMatrix*vec4( a_Position, 1.0); |
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} |
src/main/res/raw/test_fragment_shader.glsl | ||
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1 |
////////////////////////////////////////////////////////////////////////////////////////////// |
|
2 |
// Copyright 2016 Leszek Koltunski // |
|
3 |
// // |
|
4 |
// This file is part of Distorted. // |
|
5 |
// // |
|
6 |
// Distorted is free software: you can redistribute it and/or modify // |
|
7 |
// it under the terms of the GNU General Public License as published by // |
|
8 |
// the Free Software Foundation, either version 2 of the License, or // |
|
9 |
// (at your option) any later version. // |
|
10 |
// // |
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11 |
// Distorted is distributed in the hope that it will be useful, // |
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12 |
// but WITHOUT ANY WARRANTY; without even the implied warranty of // |
|
13 |
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the // |
|
14 |
// GNU General Public License for more details. // |
|
15 |
// // |
|
16 |
// You should have received a copy of the GNU General Public License // |
|
17 |
// along with Distorted. If not, see <http://www.gnu.org/licenses/>. // |
|
18 |
////////////////////////////////////////////////////////////////////////////////////////////// |
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19 |
|
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20 |
precision lowp float; |
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21 |
|
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22 |
#if __VERSION__ != 100 |
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23 |
out vec4 fragColor; |
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24 |
#define FRAG_COLOR fragColor |
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25 |
#else |
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26 |
#define FRAG_COLOR gl_FragColor |
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27 |
#endif |
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28 |
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29 |
////////////////////////////////////////////////////////////////////////////////////////////// |
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30 |
|
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31 |
void main() |
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32 |
{ |
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33 |
FRAG_COLOR = vec4(1.0,0.0,0.0,0.2); |
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} |
src/main/res/raw/test_vertex_shader.glsl | ||
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1 |
////////////////////////////////////////////////////////////////////////////////////////////// |
|
2 |
// Copyright 2016 Leszek Koltunski // |
|
3 |
// // |
|
4 |
// This file is part of Distorted. // |
|
5 |
// // |
|
6 |
// Distorted is free software: you can redistribute it and/or modify // |
|
7 |
// it under the terms of the GNU General Public License as published by // |
|
8 |
// the Free Software Foundation, either version 2 of the License, or // |
|
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// (at your option) any later version. // |
|
10 |
// // |
|
11 |
// Distorted is distributed in the hope that it will be useful, // |
|
12 |
// but WITHOUT ANY WARRANTY; without even the implied warranty of // |
|
13 |
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the // |
|
14 |
// GNU General Public License for more details. // |
|
15 |
// // |
|
16 |
// You should have received a copy of the GNU General Public License // |
|
17 |
// along with Distorted. If not, see <http://www.gnu.org/licenses/>. // |
|
18 |
////////////////////////////////////////////////////////////////////////////////////////////// |
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precision lowp float; |
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|
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#if __VERSION__ != 100 |
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23 |
in vec2 a_Position; // Per-vertex position information we will pass in. |
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#else |
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attribute vec2 a_Position; // Per-vertex position information we will pass in. |
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#endif |
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|
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uniform vec2 u_objD; // object width X object height. |
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uniform mat4 u_MVPMatrix; // the combined model/view/projection matrix. |
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////////////////////////////////////////////////////////////////////////////////////////////// |
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32 |
|
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33 |
void main() |
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34 |
{ |
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35 |
gl_Position = u_MVPMatrix*vec4( u_objD*a_Position, 0.0, 1.0); |
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} |
Also available in: Unified diff
Use Transform Feedback to (optionally) display the Normal vectors.