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authorTomi Korpipää <tomi.korpipaa@digia.com>2013-04-02 13:36:57 +0300
committerMika Salmela <mika.salmela@digia.com>2013-04-02 14:15:27 +0300
commite2ea7fdba364264802174532122f7486a2924db0 (patch)
tree0d2c2211034275b4d113c5cf066da4b1a85e206b /src/datavis3d/engine/shaders
parentc10c2ae826ff4d2e6cf1872caf2ac65388922c83 (diff)
Mac changes
Change-Id: I79f6ab9339e9f2b81190e19560794fbe322588af Change-Id: I79f6ab9339e9f2b81190e19560794fbe322588af Reviewed-by: Mika Salmela <mika.salmela@digia.com>
Diffstat (limited to 'src/datavis3d/engine/shaders')
-rw-r--r--src/datavis3d/engine/shaders/fragmentShader1
-rw-r--r--src/datavis3d/engine/shaders/fragmentShaderAmbient1
-rw-r--r--src/datavis3d/engine/shaders/vertexShader4
3 files changed, 4 insertions, 2 deletions
diff --git a/src/datavis3d/engine/shaders/fragmentShader b/src/datavis3d/engine/shaders/fragmentShader
index 01e57fb9..ca747160 100644
--- a/src/datavis3d/engine/shaders/fragmentShader
+++ b/src/datavis3d/engine/shaders/fragmentShader
@@ -1,4 +1,5 @@
varying highp vec2 UV;
+varying highp vec2 coords_mdl;
varying highp vec3 position_wrld;
varying highp vec3 normal_cmr;
varying highp vec3 eyeDirection_cmr;
diff --git a/src/datavis3d/engine/shaders/fragmentShaderAmbient b/src/datavis3d/engine/shaders/fragmentShaderAmbient
index 7614570e..7f077902 100644
--- a/src/datavis3d/engine/shaders/fragmentShaderAmbient
+++ b/src/datavis3d/engine/shaders/fragmentShaderAmbient
@@ -1,4 +1,5 @@
varying highp vec2 UV;
+varying highp vec2 coords_mdl;
varying highp vec3 position_wrld;
varying highp vec3 normal_cmr;
varying highp vec3 eyeDirection_cmr;
diff --git a/src/datavis3d/engine/shaders/vertexShader b/src/datavis3d/engine/shaders/vertexShader
index 19f9d617..de03714b 100644
--- a/src/datavis3d/engine/shaders/vertexShader
+++ b/src/datavis3d/engine/shaders/vertexShader
@@ -6,7 +6,7 @@ uniform highp mat4 V;
uniform highp mat4 M;
uniform highp mat4 itM;
uniform highp vec3 lightPosition_wrld;
-varying highp vec2 UV;
+//varying highp vec2 UV;
varying highp vec3 position_wrld;
varying highp vec3 normal_cmr;
varying highp vec3 eyeDirection_cmr;
@@ -21,5 +21,5 @@ void main() {
vec3 lightPosition_cmr = (V * vec4(lightPosition_wrld, 1.0)).xyz;
lightDirection_cmr = lightPosition_cmr + eyeDirection_cmr;
normal_cmr = (V * itM * vec4(vertexNormal_mdl, 0.0)).xyz; // Use modelMatrix's transposed inverse, as it's scaled
- UV = vertexUV;
+ //UV = vertexUV;
}