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-// Vertex weighting/blendin shader
-// Brian Paul
-// 4 Nov 2008
-
-uniform mat4 mat0, mat1;
-attribute float weight;
-
-void main()
-{
- // simple diffuse shading
- // Note that we should really transform the normal vector along with
- // the postion below... someday.
- vec3 lightVec = vec3(0, 0, 1);
- vec3 norm = gl_NormalMatrix * gl_Normal;
- float dot = 0.2 + max(0.0, dot(norm, lightVec));
- gl_FrontColor = vec4(dot);
-
- // compute sum of weighted transformations
- vec4 pos0 = mat0 * gl_Vertex;
- vec4 pos1 = mat1 * gl_Vertex;
- vec4 pos = mix(pos0, pos1, weight);
-
- gl_Position = gl_ModelViewProjectionMatrix * pos;
-}