/* -------------------------------------------------------------------------------- This source file is part of SkyX. Visit http://www.paradise-studios.net/products/skyx/ Copyright (C) 2009-2012 Xavier Verguín González This program is free software; you can redistribute it and/or modify it under the terms of the GNU Lesser General Public License as published by the Free Software Foundation; either version 2 of the License, or (at your option) any later version. This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU Lesser General Public License for more details. You should have received a copy of the GNU Lesser General Public License along with this program; if not, write to the Free Software Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA, or go to http://www.gnu.org/copyleft/lesser.txt. -------------------------------------------------------------------------------- */ // ---------------------------- SkyX lightning ---------------------------------- // ------------------------------ GLSL Vertex ----------------------------------- // IN attribute vec4 vertex; // iPosition attribute vec3 colour; // iColor attribute vec2 uv0; // iUV // OUT varying vec3 vUV; varying vec4 vData; // UNIFORM uniform vec3 uData; void main(void) { // Clip space position gl_Position = gl_ModelViewProjectionMatrix * vertex; vUV.xy = uv0; // Alpha vUV.z = uData.x; if (colour.x > 0.5) { // Reverse y coord and mark vUV.y = 2.0+(1.0-vUV.y); } vData.xy = colour.yz; vData.zw = uData.yz; }