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@Meisaka
Last active August 29, 2015 14:01
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some shaders
// fragment shader
#version 130
in vec4 ex_color;
in vec3 ex_nvect;
in vec3 ex_cvect;
in vec2 ex_tex1;
out vec4 end_result;
void main(void)
{
vec4 tci;
tci = ex_color * vec2(dot(ex_cvect,ex_nvect),0.0).xxxx;
end_result = vec4(tci.xyz,1.0);
}
// vertex shader
#version 330
in vec3 pos;
in vec3 norm;
in vec4 color;
in vec2 tex1;
uniform mat4 projection;
uniform mat4 view;
out vec4 ex_color;
out vec3 ex_nvect;
out vec3 ex_cvect;
out vec2 ex_tex1;
void main(void)
{
vec4 v_pos;
v_pos = view * vec4(pos, 1.0);
ex_cvect = normalize(vec3(0,0,0)-v_pos.xyz);
ex_nvect = normalize((view * vec4(norm+pos,1)) - v_pos).xyz;
ex_color = color;
ex_tex1 = tex1;
gl_Position = projection * v_pos;
}
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