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Undo changes made to the toyball shaders in commit d19d0596da

This demo produces the expected results again.
tags/mesa_7_1_rc1
Brian 18 years ago
parent
commit
5b91ee27c0
2 changed files with 6 additions and 8 deletions
  1. 3
    4
      progs/glsl/CH11-toyball.frag.txt
  2. 3
    4
      progs/glsl/CH11-toyball.vert.txt

+ 3
- 4
progs/glsl/CH11-toyball.frag.txt View File

@@ -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;

+ 3
- 4
progs/glsl/CH11-toyball.vert.txt View File

@@ -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();

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