Assign gl_ClipVertex in the vertex shader to make clip planes work

move
scrawl 9 years ago
parent 553408949a
commit 3859c58a8a

@ -10,10 +10,8 @@ varying vec3 lighting;
#define MAX_LIGHTS 8
vec3 doLighting(vec4 vertex, vec3 normal, vec3 vertexColor)
vec3 doLighting(vec3 viewPos, vec3 viewNormal, vec3 vertexColor)
{
vec3 viewPos = (gl_ModelViewMatrix * vertex).xyz;
vec3 viewNormal = normalize((gl_NormalMatrix * normal).xyz);
vec3 lightDir;
float d;
@ -28,7 +26,7 @@ vec3 doLighting(vec4 vertex, vec3 normal, vec3 vertexColor)
vec3 lightResult = vec3(0.0, 0.0, 0.0);
for (int i=0; i<MAX_LIGHTS; ++i)
{
lightDir = gl_LightSource[i].position.xyz - (viewPos * gl_LightSource[i].position.w);
lightDir = gl_LightSource[i].position.xyz - (viewPos.xyz * gl_LightSource[i].position.w);
d = length(lightDir);
lightDir = normalize(lightDir);
@ -48,10 +46,14 @@ void main(void)
gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;
depth = gl_Position.z;
vec4 viewPos = (gl_ModelViewMatrix * gl_Vertex);
gl_ClipVertex = viewPos;
vec3 viewNormal = normalize((gl_NormalMatrix * gl_Normal).xyz);
#if @diffuseMap
diffuseMapUV = gl_MultiTexCoord@diffuseMapUV.xy;
#endif
lighting = doLighting(gl_Vertex, gl_Normal.xyz, gl_Color.xyz);
lighting = doLighting(viewPos.xyz, viewNormal, gl_Color.xyz);
lighting = clamp(lighting, vec3(0.0, 0.0, 0.0), vec3(1.0, 1.0, 1.0));
}

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