]> git.tdb.fi Git - libs/gl.git/blobdiff - shaderlib/occluder.glsl
Set gl_Layer separately for each vertex
[libs/gl.git] / shaderlib / occluder.glsl
index e46ca02b37ffab672f38e3be13d918ba4e826bf6..b5d05f09ad25dee7b98563dac8564dd0ff98bb82 100644 (file)
@@ -1,11 +1,23 @@
 import msp_interface;
+
 #pragma MSP stage(vertex)
-void main()
+virtual vec4 get_vertex_position()
+{
+       return vertex;
+}
+
+virtual mat4 get_vertex_transform()
+{
+       return world_obj_matrix;
+}
+
+virtual void clipping(vec3 eye_vertex)
 {
-       gl_Position = projection_matrix*eye_obj_matrix*vertex;
 }
-#pragma MSP stage(fragment)
+
 void main()
 {
-       frag_color = vec4(1.0);
+       vec4 eye_vertex = eye_world_matrix*get_vertex_transform()*get_vertex_position();
+       clipping(eye_vertex.xyz);
+       gl_Position = clip_eye_matrix*eye_vertex;
 }