oculus1

view sdr/phong.v.glsl @ 26:75ab0d4ce2bb

backed out the shaderless oculus distortion method, as it's completely pointless
author John Tsiombikas <nuclear@member.fsf.org>
date Fri, 04 Oct 2013 14:57:33 +0300
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1 varying vec3 vpos, norm, ldir;
3 void main()
4 {
5 gl_Position = ftransform();
7 vpos = (gl_ModelViewMatrix * gl_Vertex).xyz;
8 norm = gl_NormalMatrix * gl_Normal;
10 ldir = gl_LightSource[0].position.xyz - vpos;
11 }