Project

General

Profile

« Previous | Next » 

Revision bfe2c61b

Added by Leszek Koltunski over 7 years ago

Blurred image visible now!

View differences:

src/main/res/raw/main_vertex_shader.glsl
25 25
                                     // .far = f, .diff = f-n so maybe u_Depth is redundant
26 26
                                     // Update: this struct is only available in fragment shaders
27 27
                                
28
uniform mat4 u_MVPMatrix;            // A constant representing the combined model/view/projection matrix.
29
uniform mat4 u_MVMatrix;             // A constant representing the combined model/view matrix.
28
uniform mat4 u_MVPMatrix;            // the combined model/view/projection matrix.
29
uniform mat4 u_MVMatrix;             // the combined model/view matrix.
30 30
		 
31
attribute vec3 a_Position;           // Per-vertex position information we will pass in.
32
attribute vec3 a_Normal;             // Per-vertex normal information we will pass in.
33
attribute vec2 a_TexCoordinate;      // Per-vertex texture coordinate information we will pass in.
31
attribute vec3 a_Position;           // Per-vertex position.
32
attribute vec3 a_Normal;             // Per-vertex normal vector.
33
attribute vec2 a_TexCoordinate;      // Per-vertex texture coordinate.
34 34
		  
35 35
varying vec3 v_Position;             //
36 36
varying vec3 v_Normal;               //

Also available in: Unified diff