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authorAlexandra Bokinsky <[email protected]>2011-03-15 11:45:09 -0400
committerAlexandra Bokinsky <[email protected]>2011-03-15 11:45:09 -0400
commit2db5af1e1a64d7048ce2f0db4b83d8b10c7f734d (patch)
treef0700a1dc4fc08315cf0a2c36c209c96c0260965 /src/demos/dualDepthPeeling/shaders/wsum_init_vertex.glsl
parent05e3d96ff9586b2f6cd5c2841337f9be7d07c313 (diff)
Port of NVIDIA OpenGL Dual Depth Peeling demo.
http://developer.download.nvidia.com/SDK/10.5/opengl/samples.html
Diffstat (limited to 'src/demos/dualDepthPeeling/shaders/wsum_init_vertex.glsl')
-rw-r--r--src/demos/dualDepthPeeling/shaders/wsum_init_vertex.glsl16
1 files changed, 16 insertions, 0 deletions
diff --git a/src/demos/dualDepthPeeling/shaders/wsum_init_vertex.glsl b/src/demos/dualDepthPeeling/shaders/wsum_init_vertex.glsl
new file mode 100644
index 0000000..5445325
--- /dev/null
+++ b/src/demos/dualDepthPeeling/shaders/wsum_init_vertex.glsl
@@ -0,0 +1,16 @@
+//--------------------------------------------------------------------------------------
+// Order Independent Transparency with Weighted Sums
+//
+// Author: Louis Bavoil
+//
+// Copyright (c) NVIDIA Corporation. All rights reserved.
+//--------------------------------------------------------------------------------------
+
+vec3 ShadeVertex();
+
+void main(void)
+{
+ gl_Position = ftransform();
+ gl_TexCoord[0].xyz = ShadeVertex();
+}