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/*
** Copyright (c) 2012 The Khronos Group Inc.
**
** Permission is hereby granted, free of charge, to any person obtaining a
** copy of this software and/or associated documentation files (the
** "Materials"), to deal in the Materials without restriction, including
** without limitation the rights to use, copy, modify, merge, publish,
** distribute, sublicense, and/or sell copies of the Materials, and to
** permit persons to whom the Materials are furnished to do so, subject to
** the following conditions:
**
** The above copyright notice and this permission notice shall be included
** in all copies or substantial portions of the Materials.
**
** THE MATERIALS ARE PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
** EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
** MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.
** IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY
** CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT,
** TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE
** MATERIALS OR THE USE OR OTHER DEALINGS IN THE MATERIALS.
*/


attribute vec4 gtf_Color;
attribute vec4 gtf_Vertex;
uniform mat4 gtf_ModelViewProjectionMatrix;
//
// vec3array_vert.vert: Simple vertex shader using vec3 to get colors.
//
//

varying vec4 color;
uniform vec3 lightPosition[2];

void main(void)
{
    vec3 v[2];

    v[1] = vec3(gtf_Color.r, gtf_Color.g, gtf_Color.b);

    v[0] = lightPosition[1];

    color =  vec4(v[1] + v[1], 0.0)/2.0;
    gl_Position     = gtf_ModelViewProjectionMatrix * gtf_Vertex;
}