diff options
author | Rami Santina <[email protected]> | 2011-09-30 23:14:38 +0300 |
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committer | Rami Santina <[email protected]> | 2011-09-30 23:14:38 +0300 |
commit | 5e87bfe9d9ad456a1fdba792dc71d45b1aabf9ef (patch) | |
tree | b5b50a1dddad7702792da91d0a106427dd778990 | |
parent | 274cabe94fef1fbea3d77407d7ee532235376022 (diff) |
gears es2 use default presesion vertex shader
-rw-r--r-- | src/test/com/jogamp/opengl/test/junit/jogl/demos/es2/shader/gears.vp | 34 |
1 files changed, 15 insertions, 19 deletions
diff --git a/src/test/com/jogamp/opengl/test/junit/jogl/demos/es2/shader/gears.vp b/src/test/com/jogamp/opengl/test/junit/jogl/demos/es2/shader/gears.vp index 0e417290c..b2d77082b 100644 --- a/src/test/com/jogamp/opengl/test/junit/jogl/demos/es2/shader/gears.vp +++ b/src/test/com/jogamp/opengl/test/junit/jogl/demos/es2/shader/gears.vp @@ -2,28 +2,24 @@ // Details see GearsES2.java #ifdef GL_ES - #define MEDIUMP mediump - #define HIGHP highp -#else - #define MEDIUMP - #define HIGHP + precision mediump float; + precision mediump int; #endif +uniform mat4 pmvMatrix[4]; // P, Mv, Mvi and Mvit +uniform vec3 lightPos; -uniform MEDIUMP mat4 pmvMatrix[4]; // P, Mv, Mvi and Mvit -uniform MEDIUMP vec3 lightPos; +attribute vec4 vertices; +attribute vec4 normals; -attribute MEDIUMP vec4 vertices; -attribute MEDIUMP vec4 normals; +varying vec3 normal; +varying vec4 position; +varying vec3 lightDir; +varying float attenuation; +varying vec3 cameraDir; -varying MEDIUMP vec3 normal; -varying MEDIUMP vec4 position; -varying MEDIUMP vec3 lightDir; -varying MEDIUMP float attenuation; -varying MEDIUMP vec3 cameraDir; - -const MEDIUMP float constantAttenuation = 0.5; // 1.0; -const MEDIUMP float linearAttenuation = 0.001; // 0.0; -const MEDIUMP float quadraticAttenuation= 0.0002; // 0.0; +const float constantAttenuation = 0.5; // 1.0; +const float linearAttenuation = 0.001; // 0.0; +const float quadraticAttenuation= 0.0002; // 0.0; void main(void) { @@ -38,7 +34,7 @@ void main(void) // Calculating The Vector From The Vertex Position To The Light Position lightDir = lightPos - position.xyz; - MEDIUMP float d = length(lightDir); + float d = length(lightDir); attenuation = 1.0 / ( constantAttenuation + linearAttenuation * d + |