eqPly/vertexShader_glsl.h
00001
00002 static const std::string vertexShader_glsl = "/* \n * vertexShader.glsl\n * Copyright (c) 2007, Tobias Wolf <twolf@access.unizh.ch>\n *\n * This library is free software; you can redistribute it and/or modify it under\n * the terms of the GNU Lesser General Public License version 2.1 as published\n * by the Free Software Foundation.\n * \n * This library is distributed in the hope that it will be useful, but WITHOUT\n * ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS\n * FOR A PARTICULAR PURPOSE. See the GNU Lesser General Public License for more\n * details.\n * \n * You should have received a copy of the GNU Lesser General Public License\n * along with this library; if not, write to the Free Software Foundation, Inc.,\n * 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.\n */ \n \n // Vertex shader for Phong/Blinn-Phong Shading with one light source.\n \n \n varying vec3 normalEye;\n varying vec4 positionEye;\n \n \n void main()\n {\n // transform normal to eye coordinates\n normalEye = normalize( gl_NormalMatrix * gl_Normal );\n \n // transform position to eye coordinates\n positionEye = normalize( gl_ModelViewMatrix * gl_Vertex );\n \n // transform position to screen coordinates\n //gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;\n gl_Position = ftransform();\n \n // pass the vertex colors on to the fragment shader\n gl_FrontColor = gl_Color;\n }\n ";