|
1 /* |
|
2 * Copyright (c) 2009 The Chromium Authors. All rights reserved. |
|
3 * |
|
4 * Redistribution and use in source and binary forms, with or without |
|
5 * modification, are permitted provided that the following conditions are |
|
6 * met: |
|
7 * |
|
8 * * Redistributions of source code must retain the above copyright |
|
9 * notice, this list of conditions and the following disclaimer. |
|
10 * * Redistributions in binary form must reproduce the above |
|
11 * copyright notice, this list of conditions and the following disclaimer |
|
12 * in the documentation and/or other materials provided with the |
|
13 * distribution. |
|
14 * * Neither the name of Google Inc. nor the names of its |
|
15 * contributors may be used to endorse or promote products derived from |
|
16 * this software without specific prior written permission. |
|
17 * |
|
18 * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS |
|
19 * AS IS AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT |
|
20 * LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR |
|
21 * A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT |
|
22 * OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, |
|
23 * SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT |
|
24 * LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, |
|
25 * DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY |
|
26 * THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT |
|
27 * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE |
|
28 * OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. |
|
29 */ |
|
30 |
|
31 attribute vec4 a_vertex; |
|
32 attribute vec3 a_normal; |
|
33 |
|
34 uniform mat4 u_modelViewProjMatrix; |
|
35 |
|
36 struct MyStruct |
|
37 { |
|
38 int x; |
|
39 int y; |
|
40 }; |
|
41 |
|
42 uniform MyStruct u_struct; |
|
43 uniform float u_array[4]; |
|
44 |
|
45 varying vec3 v_normal; |
|
46 |
|
47 void main() |
|
48 { |
|
49 v_normal = a_normal; |
|
50 gl_Position = u_modelViewProjMatrix * a_vertex + |
|
51 vec4(u_struct.x, u_struct.y, 0, 1) + |
|
52 vec4(u_array[0], u_array[1], u_array[2], u_array[3]); |
|
53 } |