From a74e8ab7841a67ae353c537d449d27a931ba67d8 Mon Sep 17 00:00:00 2001 From: Emmanuel Gil Peyrot Date: Wed, 9 Dec 2015 21:39:25 +0000 Subject: slideshow: Remove the last legacy uniforms Change-Id: If5f7368bf53dd59e66e990e4f2c57b6ee2cba44b --- slideshow/opengl/basicVertexShader.glsl | 10 +++++++--- slideshow/opengl/reflectionVertexShader.glsl | 10 +++++++--- 2 files changed, 14 insertions(+), 6 deletions(-) (limited to 'slideshow/opengl') diff --git a/slideshow/opengl/basicVertexShader.glsl b/slideshow/opengl/basicVertexShader.glsl index ebd5dbcc6585..cd68b16a161c 100644 --- a/slideshow/opengl/basicVertexShader.glsl +++ b/slideshow/opengl/basicVertexShader.glsl @@ -28,6 +28,10 @@ #version 120 +attribute vec3 a_position; +attribute vec3 a_normal; +attribute vec2 a_texCoord; + uniform mat4 u_projectionMatrix; uniform mat4 u_modelViewMatrix; uniform mat4 u_sceneTransformMatrix; @@ -41,9 +45,9 @@ void main( void ) { mat4 modelViewMatrix = u_modelViewMatrix * u_operationsTransformMatrix * u_sceneTransformMatrix * u_primitiveTransformMatrix; mat3 normalMatrix = mat3(transpose(inverse(modelViewMatrix))); - gl_Position = u_projectionMatrix * modelViewMatrix * gl_Vertex; - v_texturePosition = gl_MultiTexCoord0.xy; - v_normal = normalize(normalMatrix * gl_Normal); + gl_Position = u_projectionMatrix * modelViewMatrix * vec4(a_position, 1.0); + v_texturePosition = a_texCoord; + v_normal = normalize(normalMatrix * a_normal); } /* vim:set shiftwidth=4 softtabstop=4 expandtab: */ diff --git a/slideshow/opengl/reflectionVertexShader.glsl b/slideshow/opengl/reflectionVertexShader.glsl index 566eafa7590b..96748887c308 100644 --- a/slideshow/opengl/reflectionVertexShader.glsl +++ b/slideshow/opengl/reflectionVertexShader.glsl @@ -28,6 +28,10 @@ #version 130 +attribute vec3 a_position; +attribute vec3 a_normal; +attribute vec2 a_texCoord; + uniform mat4 u_projectionMatrix; uniform mat4 u_modelViewMatrix; uniform mat4 u_sceneTransformMatrix; @@ -42,9 +46,9 @@ void main( void ) { mat4 modelViewMatrix = u_modelViewMatrix * u_operationsTransformMatrix * u_sceneTransformMatrix * u_primitiveTransformMatrix; mat3 normalMatrix = mat3(transpose(inverse(modelViewMatrix))); - gl_Position = u_projectionMatrix * modelViewMatrix * gl_Vertex; - v_texturePosition = gl_MultiTexCoord0.xy; - v_normal = normalize(normalMatrix * gl_Normal); + gl_Position = u_projectionMatrix * modelViewMatrix * vec4(a_position, 1.0); + v_texturePosition = a_texCoord; + v_normal = normalize(normalMatrix * a_normal); v_isShadow = float(gl_VertexID >= 6); } -- cgit v1.2.3