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path: root/slideshow/opengl/reflectionVertexShader.glsl
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2016-01-20slideshow: Relicense every shader of which I am the sole author to MPLEmmanuel Gil Peyrot
Change-Id: I921e52d8347f3b37030818711f979517eab690a8
2016-01-05slideshow: Define inverse() to bring back the GLSL version to 1.20Emmanuel Gil Peyrot
Change-Id: Ib0372d6a98734724d99b979f2d01abc1ee317847
2015-12-15Use #version 140 to get inverse()Tor Lillqvist
The Linux GLSL imlementation is very loose in its interpretation of standards, it seems. (I am not surprised.) Not so on Windows, at least with AMD drivers. The inverse() function (for float matririces) is present only starting from GLSL 1.40. Bump the #version directive accordingly. (See https://www.opengl.org/sdk/docs/man/html/inverse.xhtml) To get this to work again on OS X will be a further challenge. There a 'legacy' context only has GLSL 1.20. But the intent is to move this code in the direction of using 'core' contexts anyway. Change-Id: I572dc7cc30f90321b233fbfd857455dc01761a7c
2015-12-11slideshow: Remove the last legacy uniformsEmmanuel Gil Peyrot
Change-Id: If5f7368bf53dd59e66e990e4f2c57b6ee2cba44b
2015-12-11slideshow: Upload the projection and modelview matrices as uniformsEmmanuel Gil Peyrot
Change-Id: I9d6c3ad0d2cc2f691afb2c8622471286f8a5e1c7
2015-12-11slideshow: upload the transform matrices as uniformsEmmanuel Gil Peyrot
Change-Id: I2380fc7f8462514e6c032b18b44df51fbaaccb9f
2015-11-23slideshow: Add back lighting in the SimpleTransition shadersEmmanuel Gil Peyrot
Change-Id: Iec854a8369a7a9f845f261233e46aea8097db109
2015-11-20slideshow: Reimplement reflections in shaders, and port Rochade and TurnAroundEmmanuel Gil Peyrot
This removes the hack reflections were previously, where a black quad was drawn on top of a mirror version of the first primitive only. Change-Id: I8c0863ab30e85d0130a8d7e838f3514e9be93788