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/* <copyright>
This file contains proprietary software owned by Motorola Mobility, Inc.<br/>
No rights, expressed or implied, whatsoever to this software are provided by Motorola Mobility, Inc. hereunder.<br/>
(c) Copyright 2011 Motorola Mobility, Inc. All Rights Reserved.
</copyright> */
#ifdef GL_ES
precision highp float;
#endif
// attributes
attribute vec3 vert;
attribute vec3 normal;
attribute vec2 texcoord;
// scalar uniforms
uniform float u_limit1;
uniform float u_limit2;
uniform float u_limit3;
uniform float u_taperAmount;
uniform vec4 color;
// matrix uniforms
uniform mat4 u_mvMatrix;
uniform mat4 u_projMatrix;
uniform mat4 u_worldMatrix;
varying vec4 v_color;
void main(void)
{
vec3 pos = vert;
vec2 uv = texcoord;
v_color = vec4(0, 1, 0, 1);
if (uv.x > u_limit1)
{
if (uv.x < u_limit2)
{
float t = (uv.x - u_limit1)/(u_limit2 - u_limit1);
pos.y = pos.y - t*u_taperAmount;
v_color = vec4( 1, 1, 0, 1 );
}
else if (uv.x < u_limit3)
{
float t = 1.0 - (uv.x - u_limit2)/(u_limit3 - u_limit2);
pos.y = pos.y - t*u_taperAmount;
v_color = vec4( 0, 1, 1, 1 );
}
else
v_color = vec4(0,0,1,1);
}
gl_Position = u_projMatrix * u_mvMatrix * vec4(pos,1.0) ;
}
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