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97 | temp_4f lightpos; |
97 | temp_4f lightpos; |
98 | temp_4f wpos; |
98 | temp_4f wpos; |
99 | |
99 | |
100 | //lightpos = shader::vec4 (0, 10, 0, 1); |
100 | //lightpos = shader::vec4 (0, 10, 0, 1); |
101 | vout.position = shader::gl.model_view_projection_matrix * vin.vertex; |
101 | vout.position = shader::gl.model_view_projection_matrix * vin.vertex; |
102 | vout.tex_coord[0] = vin.tex_coord[0]; |
102 | vout.tex_coord[0] = vin.tex_coord[0] + 1; |
103 | //vout.tex_coord[1] = normalize (lightpos - wpos); |
103 | //vout.tex_coord[1] = normalize (lightpos - wpos); |
104 | //vout.tex_coord[2] = normalize (wpos); |
104 | //vout.tex_coord[2] = normalize (wpos); |
105 | //vout.tex_coord[3] = normalize (xyz (gl.model_view_matrix_inverse_transpose) * vin.normal); |
105 | //vout.tex_coord[3] = normalize (xyz (gl.model_view_matrix_inverse_transpose) * vin.normal); |
106 | //vout.tex_coord[4] = normalize (xyz (gl.projection_matrix_inverse_transpose) - wpos); |
106 | //vout.tex_coord[4] = normalize (xyz (gl.projection_matrix_inverse_transpose) - wpos); |
107 | |
107 | |