VISH
0.2
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An OpenGL vertex shader. More...
#include </home/werner/origo/vish/ocean/GLvish/Shader.hpp>
An OpenGL vertex shader.
Special Output Variables (7.1 p42) access=RW vec4 gl_Position; shader must write float gl_PointSize; enable GL_VERTEX_PROGRAM_POINT_SIZE vec4 gl_ClipVertex; Attribute Inputs (7.3 p44) access=RO attribute vec4 gl_Vertex; attribute vec3 gl_Normal; attribute vec4 gl_Color; attribute vec4 gl_SecondaryColor; attribute vec4 gl_MultiTexCoord0; attribute vec4 gl_MultiTexCoord1; attribute vec4 gl_MultiTexCoord2; attribute vec4 gl_MultiTexCoord3; attribute vec4 gl_MultiTexCoord4; attribute vec4 gl_MultiTexCoord5; attribute vec4 gl_MultiTexCoord6; attribute vec4 gl_MultiTexCoord7; attribute float gl_FogCoord; Varying Outputs (7.6 p48) access=RW varying vec4 gl_FrontColor; varying vec4 gl_BackColor; enable GL_VERTEX_PROGRAM_TWO_SIDE varying vec4 gl_FrontSecondaryColor; varying vec4 gl_BackSecondaryColor; varying vec4 gl_TexCoord[ ]; MAX=gl_MaxTextureCoords varying float gl_FogFragCoord;
Default Shader:
void main(void) { gl_Position = ftransform(); }