diff options
Diffstat (limited to 'progs')
-rw-r--r-- | progs/glsl/CH06-brick.frag.txt | 6 | ||||
-rw-r--r-- | progs/glsl/CH11-toyball.frag.txt | 7 | ||||
-rw-r--r-- | progs/glsl/CH11-toyball.vert.txt | 7 |
3 files changed, 13 insertions, 7 deletions
diff --git a/progs/glsl/CH06-brick.frag.txt b/progs/glsl/CH06-brick.frag.txt index 06ef04e3af..388c5f9e66 100644 --- a/progs/glsl/CH06-brick.frag.txt +++ b/progs/glsl/CH06-brick.frag.txt @@ -23,7 +23,11 @@ void main() position = MCposition / BrickSize; - if (fract(position.y * 0.5) > 0.5) +// if (fract(position.y * 0.5) > 0.5) +// position.x += 0.5; + float tmp; + tmp = fract(position.y * 0.5); + if (tmp > 0.5) position.x += 0.5; position = fract(position); diff --git a/progs/glsl/CH11-toyball.frag.txt b/progs/glsl/CH11-toyball.frag.txt index 90ec1c27fc..f3cac62fb3 100644 --- a/progs/glsl/CH11-toyball.frag.txt +++ b/progs/glsl/CH11-toyball.frag.txt @@ -49,14 +49,15 @@ void main() inorout += dot(distance, vec4(1.0)); distance.x = dot(p, HalfSpace4); - distance.y = StripeWidth - abs(p.z); +// distance.y = StripeWidth - abs(p.z); + distance.y = StripeWidth - abs(p.y); distance = smoothstep(-FWidth, FWidth, distance); inorout += distance.x; inorout = clamp(inorout, 0.0, 1.0); - surfColor = mix(Yellow, Red, inorout); - surfColor = mix(surfColor, Blue, distance.y); + surfColor = mix(Yellow, Blue, distance.y); + surfColor = mix(surfColor, Red, inorout); // 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 b7da3ac839..a3ee1b0377 100644 --- a/progs/glsl/CH11-toyball.vert.txt +++ b/progs/glsl/CH11-toyball.vert.txt @@ -14,10 +14,11 @@ uniform vec4 BallCenter; // ball center in modelling coordinates void main() { -//orig: ECposition = gl_ModelViewMatrix * gl_Vertex; + ECposition = gl_ModelViewMatrix * gl_Vertex; - ECposition = gl_TextureMatrix[0] * gl_Vertex; - ECposition = gl_ModelViewMatrix * ECposition; +// ECposition = gl_TextureMatrix[0] * gl_Vertex; +// ECposition = gl_MultiTexCoord0 * gl_Vertex; +// ECposition = gl_ModelViewMatrix * ECposition; ECballCenter = gl_ModelViewMatrix * BallCenter; gl_Position = ftransform(); |