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Implement a global shader parameter passing system and useful shaders
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25
client/shaders/test_shader_1/opengl_vertex.glsl
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25
client/shaders/test_shader_1/opengl_vertex.glsl
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uniform mat4 mWorldViewProj;
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uniform mat4 mInvWorld;
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uniform mat4 mTransWorld;
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varying vec3 vPosition;
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void main(void)
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{
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gl_Position = mWorldViewProj * gl_Vertex;
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vPosition = (mWorldViewProj * gl_Vertex).xyz;
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if(gl_Normal.y > 0.5)
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gl_FrontColor = gl_BackColor = gl_Color;
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else
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gl_FrontColor = gl_BackColor = gl_Color * 0.7;
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/*if(gl_Normal.y > 0.5)
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gl_FrontColor = gl_BackColor = vec4(1.0, 1.0, 1.0, 1.0);
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else
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gl_FrontColor = gl_BackColor = vec4(1.0, 1.0, 1.0, 1.0) * 0.7;*/
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gl_TexCoord[0] = gl_MultiTexCoord0;
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}
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