forked from Mirrors/openclonk
34 lines
515 B
GLSL
34 lines
515 B
GLSL
uniform mat4 projectionMatrix;
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uniform mat4 modelviewMatrix;
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varying vec3 normalDir;
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#ifndef OPENCLONK
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#define slice(x)
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varying vec2 texcoord;
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void main()
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{
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#endif
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slice(texcoord)
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{
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texcoord = gl_MultiTexCoord0.xy;
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}
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slice(normal)
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{
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// Dummy variable, it's not used in the fragment shader.
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// TODO: Improve construction of shaders so this is not needed.
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normalDir = vec3(0.0, 0.0, 0.0);
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}
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slice(position)
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{
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gl_Position = projectionMatrix * modelviewMatrix * gl_Vertex;
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}
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#ifndef OPENCLONK
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}
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#endif
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