OGL32CTX: Replace ftransform by gl_ModelViewProjectionMatrix * gl_Vertex.

git-svn-id: svn+ssh://svn.code.sf.net/p/supertuxkart/code/main/trunk@14979 178a84e3-b1eb-0310-8ba1-8eac791a3b58
This commit is contained in:
vincentlj 2014-01-09 16:09:27 +00:00
parent 54e6396df6
commit 9d7ab41c11
13 changed files with 13 additions and 13 deletions

View File

@ -23,7 +23,7 @@ out vec2 uv;
void main()
{
gl_Position = ftransform();
gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;
float delta_x = cos(time*3.0) * sin( 4.0 * gl_TexCoord[0].st.s * 6.28318531 );
float delta_y = cos(time*2.0) * sin( 3.0 * gl_TexCoord[0].st.t * 6.28318531 );

View File

@ -5,7 +5,7 @@ out vec2 edger_uv;
out float camdist;
void main() {
gl_Position = ftransform();
gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;
uv = gl_MultiTexCoord0.xy;
edger_uv = gl_MultiTexCoord1.xy;

View File

@ -34,7 +34,7 @@ void main()
eyeVec = normalize(-viewp).xyz;
normal = gl_NormalMatrix * gl_Normal;
gl_Position = ftransform();
gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;
uv = (gl_TextureMatrix[0] * gl_MultiTexCoord0).st;
}

View File

@ -30,7 +30,7 @@ void main()
eyeVec = normalize(-viewp).xyz;
normal = gl_NormalMatrix * gl_Normal;
gl_Position = ftransform();
gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;
uv = gl_MultiTexCoord0.st;
}

View File

@ -3,7 +3,7 @@ varying vec4 offset[2];
uniform vec2 PIXEL_SIZE;
void main() {
gl_Position = ftransform();
gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;
vec4 invy = gl_MultiTexCoord0;
// invy.y = 1.0 - invy.y;
gl_TexCoord[0] = invy;

View File

@ -9,6 +9,6 @@ void main()
normal = gl_NormalMatrix * gl_Normal;
tangent = gl_NormalMatrix * gl_MultiTexCoord1.xyz;
bitangent = gl_NormalMatrix * gl_MultiTexCoord2.xyz;
gl_Position = ftransform();
gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;
}

View File

@ -7,6 +7,6 @@ void main() {
nor = gl_NormalMatrix * gl_Normal;
gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0;
gl_TexCoord[1] = gl_TextureMatrix[1] * gl_MultiTexCoord1;
gl_Position = ftransform();
gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;
gl_FrontColor = gl_Color;
}

View File

@ -10,6 +10,6 @@ void main() {
viewpos = -normalize((gl_ModelViewMatrix * gl_Vertex).xyz);
gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0;
gl_Position = ftransform();
gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;
gl_FrontColor = gl_Color;
}

View File

@ -10,7 +10,7 @@ float decdepth(vec4 rgba) {
void main()
{
vec4 pos = ftransform();
vec4 pos = gl_ModelViewProjectionMatrix * gl_Vertex;
uv = gl_MultiTexCoord0.xy;
vec2 tc = pos.xy * vec2(0.5) + vec2(0.5);

View File

@ -31,7 +31,7 @@ out vec3 vertex;
void main()
{
uv = (gl_TextureMatrix[0] * gl_MultiTexCoord0).st;
gl_Position = ftransform();
gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;
float delta_x = cos(time*3.0) * sin( 4.0 * gl_TexCoord[0].st.s * 6.28318531 );

View File

@ -2,7 +2,7 @@
void main()
{
gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0;
gl_Position = ftransform();
gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;
gl_FrontColor = gl_Color;
}

View File

@ -25,7 +25,7 @@ noperspective out vec3 lightVec;
void main()
{
gl_Position = ftransform();
gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;
vertex_color = gl_Color;
//vec3 normal3 = normalize(gl_Normal);

View File

@ -27,7 +27,7 @@ void main()
{
uv = (gl_TextureMatrix[0] * gl_MultiTexCoord0).st;
uv_bis = (gl_TextureMatrix[1] * gl_MultiTexCoord1).st;
gl_Position = ftransform();
gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;
color = gl_Color;
nor = gl_NormalMatrix * gl_Normal;
}