20 lines
456 B
Plaintext
20 lines
456 B
Plaintext
|
#version 110
|
||
|
|
||
|
varying vec3 eye_normal;
|
||
|
|
||
|
vec3 world_normal()
|
||
|
{
|
||
|
// the world normal is always parallel to the world XY plane
|
||
|
// the x component is stored into gl_Vertex.w
|
||
|
float x = gl_Vertex.w;
|
||
|
float y = sqrt(1.0 - x * x);
|
||
|
return vec3(x, y, 0.0);
|
||
|
}
|
||
|
|
||
|
void main()
|
||
|
{
|
||
|
vec4 world_position = vec4(gl_Vertex.xyz, 1.0);
|
||
|
gl_Position = gl_ModelViewProjectionMatrix * world_position;
|
||
|
eye_normal = gl_NormalMatrix * world_normal();
|
||
|
}
|