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authorEmmanuel Gil Peyrot <emmanuel.peyrot@collabora.com>2015-12-09 21:39:25 +0000
committerTomaž Vajngerl <tomaz.vajngerl@collabora.com>2015-12-11 15:28:59 +0100
commita74e8ab7841a67ae353c537d449d27a931ba67d8 (patch)
tree9d1e2aa5f46be3758c08de772a71919906a2b8df /slideshow/opengl
parent7d1c123a55d222868e27673685c25d62b1e96cd5 (diff)
slideshow: Remove the last legacy uniforms
Change-Id: If5f7368bf53dd59e66e990e4f2c57b6ee2cba44b
Diffstat (limited to 'slideshow/opengl')
-rw-r--r--slideshow/opengl/basicVertexShader.glsl10
-rw-r--r--slideshow/opengl/reflectionVertexShader.glsl10
2 files changed, 14 insertions, 6 deletions
diff --git a/slideshow/opengl/basicVertexShader.glsl b/slideshow/opengl/basicVertexShader.glsl
index ebd5dbcc6585..cd68b16a161c 100644
--- a/slideshow/opengl/basicVertexShader.glsl
+++ b/slideshow/opengl/basicVertexShader.glsl
@@ -28,6 +28,10 @@
#version 120
+attribute vec3 a_position;
+attribute vec3 a_normal;
+attribute vec2 a_texCoord;
+
uniform mat4 u_projectionMatrix;
uniform mat4 u_modelViewMatrix;
uniform mat4 u_sceneTransformMatrix;
@@ -41,9 +45,9 @@ void main( void )
{
mat4 modelViewMatrix = u_modelViewMatrix * u_operationsTransformMatrix * u_sceneTransformMatrix * u_primitiveTransformMatrix;
mat3 normalMatrix = mat3(transpose(inverse(modelViewMatrix)));
- gl_Position = u_projectionMatrix * modelViewMatrix * gl_Vertex;
- v_texturePosition = gl_MultiTexCoord0.xy;
- v_normal = normalize(normalMatrix * gl_Normal);
+ gl_Position = u_projectionMatrix * modelViewMatrix * vec4(a_position, 1.0);
+ v_texturePosition = a_texCoord;
+ v_normal = normalize(normalMatrix * a_normal);
}
/* vim:set shiftwidth=4 softtabstop=4 expandtab: */
diff --git a/slideshow/opengl/reflectionVertexShader.glsl b/slideshow/opengl/reflectionVertexShader.glsl
index 566eafa7590b..96748887c308 100644
--- a/slideshow/opengl/reflectionVertexShader.glsl
+++ b/slideshow/opengl/reflectionVertexShader.glsl
@@ -28,6 +28,10 @@
#version 130
+attribute vec3 a_position;
+attribute vec3 a_normal;
+attribute vec2 a_texCoord;
+
uniform mat4 u_projectionMatrix;
uniform mat4 u_modelViewMatrix;
uniform mat4 u_sceneTransformMatrix;
@@ -42,9 +46,9 @@ void main( void )
{
mat4 modelViewMatrix = u_modelViewMatrix * u_operationsTransformMatrix * u_sceneTransformMatrix * u_primitiveTransformMatrix;
mat3 normalMatrix = mat3(transpose(inverse(modelViewMatrix)));
- gl_Position = u_projectionMatrix * modelViewMatrix * gl_Vertex;
- v_texturePosition = gl_MultiTexCoord0.xy;
- v_normal = normalize(normalMatrix * gl_Normal);
+ gl_Position = u_projectionMatrix * modelViewMatrix * vec4(a_position, 1.0);
+ v_texturePosition = a_texCoord;
+ v_normal = normalize(normalMatrix * a_normal);
v_isShadow = float(gl_VertexID >= 6);
}