X-Git-Url: http://git.tdb.fi/?a=blobdiff_plain;f=shaderlib%2Fcommon.glsl;h=9e794f1d2c17eca99c48f847bf0d91ba96235ac1;hb=fb5f83c2e3f8f8a6a6444a33bec15e9477a487d1;hp=5c10d06fbcac31a5fd9c06f5e37293ea406c2203;hpb=842c817bb679a5a0abc05e8149e2e6e0ae1a0412;p=libs%2Fgl.git diff --git a/shaderlib/common.glsl b/shaderlib/common.glsl index 5c10d06f..9e794f1d 100644 --- a/shaderlib/common.glsl +++ b/shaderlib/common.glsl @@ -4,22 +4,22 @@ import shadow; layout(constant_id=auto) const bool use_normal_map = false; #pragma MSP stage(vertex) -vec4 get_vertex_position() +virtual vec4 get_vertex_position() { return vertex; } -vec3 get_vertex_normal() +virtual vec3 get_vertex_normal() { return normal; } -vec4 transform_position(vec4 pos) +virtual vec4 transform_position(vec4 pos) { return eye_obj_matrix*pos; } -vec3 transform_normal(vec3 nor) +virtual vec3 transform_normal(vec3 nor) { return eye_obj_normal_matrix*nor; } @@ -44,7 +44,6 @@ void standard_transform() out vec3 tbn_halfway_dir = eye_halfway_dir*eye_tbn_matrix; out vec3 tbn_zenith_dir = eye_zenith_dir*eye_tbn_matrix; - out vec3 shadow_coord = (shd_eye_matrix*eye_vertex).xyz; out float fog_coord = eye_vertex.z; for(int i=0; i