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