dungeon_crawler

view prototype/sdr/fallback.v.glsl @ 65:fc2b3d06d07c

made the deferred renderer draw into a texture, so that I can reuse the depth buffer for geometric post effects (particles), and implement other per-pixel post effects eventually
author John Tsiombikas <nuclear@member.fsf.org>
date Tue, 02 Oct 2012 13:42:18 +0300
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1 attribute vec3 attr_tangent;
3 varying vec3 pos, norm, tang;
5 void main()
6 {
7 gl_Position = ftransform();
8 pos = (gl_ModelViewMatrix * gl_Vertex).xyz;
9 norm = gl_NormalMatrix * gl_Normal;
10 tang = gl_NormalMatrix * attr_tangent;
12 gl_TexCoord[0] = gl_MultiTexCoord0;
13 }