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author | Brian <brian.paul@tungstengraphics.com> | 2007-12-04 18:44:40 -0700 |
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committer | Brian <brian.paul@tungstengraphics.com> | 2007-12-04 18:44:40 -0700 |
commit | 5b91ee27c0f6e6379a9dc0bb41f4aef2f66b6346 (patch) | |
tree | 12999af841b26778b6dae8c97d8550a2470e190e | |
parent | 02afd45d3b2eccff5d566cdeb32b3211803bd500 (diff) |
Undo changes made to the toyball shaders in commit d19d0596daf004b56d80f78fa1a329b43c2ebf94
This demo produces the expected results again.
-rw-r--r-- | progs/glsl/CH11-toyball.frag.txt | 7 | ||||
-rw-r--r-- | progs/glsl/CH11-toyball.vert.txt | 7 |
2 files changed, 6 insertions, 8 deletions
diff --git a/progs/glsl/CH11-toyball.frag.txt b/progs/glsl/CH11-toyball.frag.txt index f3cac62fb3e..90ec1c27fc1 100644 --- a/progs/glsl/CH11-toyball.frag.txt +++ b/progs/glsl/CH11-toyball.frag.txt @@ -49,15 +49,14 @@ void main() inorout += dot(distance, vec4(1.0)); distance.x = dot(p, HalfSpace4); -// distance.y = StripeWidth - abs(p.z); - distance.y = StripeWidth - abs(p.y); + distance.y = StripeWidth - abs(p.z); distance = smoothstep(-FWidth, FWidth, distance); inorout += distance.x; inorout = clamp(inorout, 0.0, 1.0); - surfColor = mix(Yellow, Blue, distance.y); - surfColor = mix(surfColor, Red, inorout); + surfColor = mix(Yellow, Red, inorout); + surfColor = mix(surfColor, Blue, distance.y); // normal = point on surface for sphere at (0,0,0) normal = p; diff --git a/progs/glsl/CH11-toyball.vert.txt b/progs/glsl/CH11-toyball.vert.txt index a3ee1b03776..b7da3ac839e 100644 --- a/progs/glsl/CH11-toyball.vert.txt +++ b/progs/glsl/CH11-toyball.vert.txt @@ -14,11 +14,10 @@ uniform vec4 BallCenter; // ball center in modelling coordinates void main() { - ECposition = gl_ModelViewMatrix * gl_Vertex; +//orig: ECposition = gl_ModelViewMatrix * gl_Vertex; -// ECposition = gl_TextureMatrix[0] * gl_Vertex; -// ECposition = gl_MultiTexCoord0 * gl_Vertex; -// ECposition = gl_ModelViewMatrix * ECposition; + ECposition = gl_TextureMatrix[0] * gl_Vertex; + ECposition = gl_ModelViewMatrix * ECposition; ECballCenter = gl_ModelViewMatrix * BallCenter; gl_Position = ftransform(); |