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#include webgl_header.vs
attribute vec4 a_Vertex;
attribute vec3 a_Normal;
attribute vec4 a_Color;
varying vec3 packed_data_0 ;
//varying vec3 N;
#define NORMAL packed_data_0
#ifdef PURE_OPENGL_ES_2
varying vec4 COLOR;
#else
// using the built-in allows to use glShadeModel
#define COLOR gl_FrontColor = gl_BackColor
#endif
varying float fog;
varying vec2 bgTextureLookup;
void main()
{
#ifdef PYMOL_WEBGL_IOS
gl_PointSize = g_PointSize;
#endif
NORMAL = normalize(g_NormalMatrix * a_Normal);
vec3 eye_pos = vec3(g_ModelViewMatrix * a_Vertex);
COLOR = a_Color;
fog = (g_Fog_end + eye_pos.z) * g_Fog_scale;
gl_Position = g_ProjectionMatrix * g_ModelViewMatrix * a_Vertex;
bgTextureLookup = (gl_Position.xy/gl_Position.w) / 2.0 + 0.5;
}
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