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authorTomasz Kramkowski <tk@the-tk.com>2018-05-02 21:39:30 +0100
committerTomasz Kramkowski <tk@the-tk.com>2018-05-02 21:39:30 +0100
commit362f70b04da8f8e9c0c159527bce7da65591c260 (patch)
tree4547bf3ad23c663b4cae20a56560aab235bd03c1 /vert.glsl
parent0ce30b0e09621694430e3afe25c8209b147064de (diff)
downloadfaqe-362f70b04da8f8e9c0c159527bce7da65591c260.tar.gz
faqe-362f70b04da8f8e9c0c159527bce7da65591c260.tar.xz
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Cleanup: License headers, spacing, naming
Rename vnorm to fnorm (fragment normal). Change shader license headers to C++ style comments. Fix spacing for PI define in faqe.c. Add missing license headers.
Diffstat (limited to 'vert.glsl')
-rw-r--r--vert.glsl10
1 files changed, 6 insertions, 4 deletions
diff --git a/vert.glsl b/vert.glsl
index 906408e..9fea064 100644
--- a/vert.glsl
+++ b/vert.glsl
@@ -1,11 +1,13 @@
-// Copyright (C) 2018 Tomasz Kramkowski <tk@the-tk.com>
-// SPDX-License-Identifier: MIT
+/*
+ * Copyright (C) 2018 Tomasz Kramkowski <tk@the-tk.com>
+ * SPDX-License-Identifier: MIT
+ */
#version 330 core
layout (location = 0) in vec3 pos;
layout (location = 1) in vec3 norm;
layout (location = 2) in vec2 uv;
-out vec3 vnorm;
+out vec3 fnorm;
out vec3 fpos;
out vec2 fuv;
out vec3 lipos;
@@ -22,6 +24,6 @@ void main()
fpos = vec3(view * model * vec4(pos, 1.0));
fuv = uv;
// TODO: Try to work out how to only do this ONCE in C or see if it matters
- vnorm = mat3(transpose(inverse(view * model))) * norm;
+ fnorm = mat3(transpose(inverse(view * model))) * norm;
lipos = vec3(view * vec4(light, 1.0));
}