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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;
//uniform mat4 u_shadowLightWorld;
//uniform mat4 u_shadowBiasMatrix;
//uniform mat4 u_vShadowLight;
//uniform vec3 u_lightPos;
// matrix uniforms
uniform mat4 u_mvMatrix;
uniform vec3 u_eye;
uniform mat4 u_normalMatrix;
uniform mat4 u_projMatrix;
uniform mat4 u_worldMatrix;
uniform vec4 u_color1;
uniform vec4 u_color2;
uniform vec4 u_color3;
uniform vec4 u_color4;
uniform float u_colorStop1;
uniform float u_colorStop2;
uniform float u_colorStop3;
uniform float u_colorStop4;
uniform vec2 u_cos_sin_angle;
//uniform int u_colorCount; // currently using 4
uniform mat3 u_texTransform;
varying vec2 v_uv;
void main(void)
{
gl_Position = u_projMatrix * u_mvMatrix * vec4(vert,1.0) ;
//v_uv = texcoord;
vec3 tmp = u_texTransform * vec3( texcoord, 1.0);
v_uv = tmp.xy;
}
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