Revision bfe2c61b
Added by Leszek Koltunski over 7 years ago
src/main/res/raw/main_vertex_shader.glsl | ||
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// .far = f, .diff = f-n so maybe u_Depth is redundant |
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// Update: this struct is only available in fragment shaders |
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uniform mat4 u_MVPMatrix; // A constant representing the combined model/view/projection matrix.
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uniform mat4 u_MVMatrix; // A constant representing the combined model/view matrix.
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uniform mat4 u_MVPMatrix; // the combined model/view/projection matrix. |
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uniform mat4 u_MVMatrix; // the combined model/view matrix. |
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attribute vec3 a_Position; // Per-vertex position 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 vec2 a_TexCoordinate; // Per-vertex texture coordinate information we will pass in.
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attribute vec3 a_Position; // Per-vertex position. |
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attribute vec3 a_Normal; // Per-vertex normal vector.
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attribute vec2 a_TexCoordinate; // Per-vertex texture coordinate. |
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varying vec3 v_Position; // |
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varying vec3 v_Normal; // |
Also available in: Unified diff
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