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//---------------------------------------------------------------------------
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// Project: OpenWalnut ( http://www.openwalnut.org )
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// Copyright 2009 OpenWalnut Community, BSV@Uni-Leipzig and CNCF@MPI-CBS
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// For more information see http://www.openwalnut.org/copying
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// This file is part of OpenWalnut.
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// OpenWalnut is free software: you can redistribute it and/or modify
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// it under the terms of the GNU Lesser General Public License as published by
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// the Free Software Foundation, either version 3 of the License, or
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// (at your option) any later version.
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// OpenWalnut is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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// GNU Lesser General Public License for more details.
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// You should have received a copy of the GNU Lesser General Public License
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// along with OpenWalnut. If not, see <http://www.gnu.org/licenses/>.
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//---------------------------------------------------------------------------
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uniform int u_vertexShift;
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uniform vec3 u_vertexShiftDirection;
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* Vertex Main. Simply transforms the geometry. The work is done per fragment.
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// Calculate the real vertex coordinate in openwalnut-scene-space
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vec4 vertex = ( vec4( u_vertexShiftDirection.xyz, 0.0 ) * u_vertexShift ) + gl_Vertex;
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// for easy access to texture coordinates
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gl_TexCoord[0] = gl_TextureMatrix[0] * vertex;
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gl_Position = gl_ModelViewProjectionMatrix * vertex;