summaryrefslogtreecommitdiffstats
path: root/progs/glsl
diff options
context:
space:
mode:
authorBrian <[email protected]>2007-12-04 18:44:40 -0700
committerBrian <[email protected]>2007-12-04 18:44:40 -0700
commit5b91ee27c0f6e6379a9dc0bb41f4aef2f66b6346 (patch)
tree12999af841b26778b6dae8c97d8550a2470e190e /progs/glsl
parent02afd45d3b2eccff5d566cdeb32b3211803bd500 (diff)
Undo changes made to the toyball shaders in commit d19d0596daf004b56d80f78fa1a329b43c2ebf94
This demo produces the expected results again.
Diffstat (limited to 'progs/glsl')
-rw-r--r--progs/glsl/CH11-toyball.frag.txt7
-rw-r--r--progs/glsl/CH11-toyball.vert.txt7
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();