mutter/cogl/driver/gles/cogl-fixed-vertex-shader.glsl
Neil Roberts 9343cb849a cogl-gles2: Prefix internal GLES 2 wrapper symbols with _
Some internal symbols used for the GLES 2 wrapper were accidentally
being exported. This prepends an underscore to them so they won't
appear in the shared library.
2010-06-11 16:06:31 +01:00

66 lines
1.8 KiB
GLSL

/*** _cogl_fixed_vertex_shader_per_vertex_attribs ***/
/* Per vertex attributes */
attribute vec4 vertex_attrib;
attribute vec4 color_attrib;
/*** _cogl_fixed_vertex_shader_transform_matrices ***/
/* Transformation matrices */
uniform mat4 modelview_matrix;
uniform mat4 mvp_matrix; /* combined modelview and projection matrix */
/*** _cogl_fixed_vertex_shader_output_variables ***/
/* Outputs to the fragment shader */
varying vec4 frag_color;
varying float fog_amount;
/*** _cogl_fixed_vertex_shader_fogging_options ***/
/* Fogging options */
uniform float fog_density;
uniform float fog_start;
uniform float fog_end;
/*** _cogl_fixed_vertex_shader_main_start ***/
void
main (void)
{
vec4 transformed_tex_coord;
/* Calculate the transformed position */
gl_Position = mvp_matrix * vertex_attrib;
/* Calculate the transformed texture coordinate */
/*** _cogl_fixed_vertex_shader_frag_color_start ***/
/* Pass the interpolated vertex color on to the fragment shader */
frag_color = color_attrib;
/*** _cogl_fixed_vertex_shader_fog_start ***/
/* Estimate the distance from the eye using just the z-coordinate to
use as the fog coord */
vec4 eye_coord = modelview_matrix * vertex_attrib;
float fog_coord = abs (eye_coord.z / eye_coord.w);
/* Calculate the fog amount per-vertex and interpolate it for the
fragment shader */
/*** _cogl_fixed_vertex_shader_fog_exp ***/
fog_amount = exp (-fog_density * fog_coord);
/*** _cogl_fixed_vertex_shader_fog_exp2 ***/
fog_amount = exp (-fog_density * fog_coord
* fog_density * fog_coord);
/*** _cogl_fixed_vertex_shader_fog_linear ***/
fog_amount = (fog_end - fog_coord) / (fog_end - fog_start);
/*** _cogl_fixed_vertex_shader_fog_end ***/
fog_amount = clamp (fog_amount, 0.0, 1.0);
/*** _cogl_fixed_vertex_shader_end ***/
}