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authorRami Santina <[email protected]>2011-09-30 23:14:38 +0300
committerRami Santina <[email protected]>2011-09-30 23:14:38 +0300
commit5e87bfe9d9ad456a1fdba792dc71d45b1aabf9ef (patch)
treeb5b50a1dddad7702792da91d0a106427dd778990 /src
parent274cabe94fef1fbea3d77407d7ee532235376022 (diff)
gears es2 use default presesion vertex shader
Diffstat (limited to 'src')
-rw-r--r--src/test/com/jogamp/opengl/test/junit/jogl/demos/es2/shader/gears.vp34
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 +