Changeset View
Changeset View
Standalone View
Standalone View
source/blender/gpu/shaders/gpu_shader_basic_vert.glsl
| #if defined(USE_SOLID_LIGHTING) || defined(USE_SCENE_LIGHTING) | #if defined(USE_SOLID_LIGHTING) || defined(USE_SCENE_LIGHTING) | ||||
| #if defined(USE_FLAT_MODEL) | |||||
| varying vec3 ec_pos; | |||||
| #else | |||||
| varying vec3 varying_normal; | varying vec3 varying_normal; | ||||
| #endif | |||||
| #ifndef USE_SOLID_LIGHTING | #ifndef USE_SOLID_LIGHTING | ||||
| varying vec3 varying_position; | varying vec3 varying_position; | ||||
| Context not available. | |||||
| vec4 co = gl_ModelViewMatrix * gl_Vertex; | vec4 co = gl_ModelViewMatrix * gl_Vertex; | ||||
| #if defined(USE_SOLID_LIGHTING) || defined(USE_SCENE_LIGHTING) | #if defined(USE_SOLID_LIGHTING) || defined(USE_SCENE_LIGHTING) | ||||
| #if !defined(USE_FLAT_MODEL) | |||||
| varying_normal = normalize(gl_NormalMatrix * gl_Normal); | varying_normal = normalize(gl_NormalMatrix * gl_Normal); | ||||
| #endif | |||||
| #if defined(USE_FLAT_MODEL) | |||||
| // transform vertex into eyespace | |||||
| ec_pos = (gl_ModelViewMatrix * gl_Vertex).xyz; | |||||
| #endif | |||||
| #ifndef USE_SOLID_LIGHTING | #ifndef USE_SOLID_LIGHTING | ||||
| varying_position = co.xyz; | varying_position = co.xyz; | ||||
| Context not available. | |||||