v_viewDir = normalize(u_cameraPosition.xyz - g_position.xyz) * worldToTangent;
v_pass = u_pass;
- passColor();
- passTexCoord0();
+ pushColor();
+ pushTexCoord0();
}
varying float v_pass;
void main() {
+ pullColor();
+ pullTexCoord0();
+
vec4 diffuse = applyColorDiffuse(g_color);
vec3 specular = fetchColorSpecular();
// Pass attributes values to the fragment shader
passLights();
- passColor();
- passTexCoord0();
+ pushColor();
+ pushTexCoord0();
passFog(calculateFog(g_position, u_cameraPosition));
passShadowMapUV(calcShadowMapUV(g_position));
}
void main() {
pullLights();
+ pullColor();
+ pullTexCoord0();
vec4 diffuse = applyColorDiffuse(g_color);
g_tangent = normalize(u_normalMatrix * applySkinning(g_tangent));
pushBinormal();
pushTangent();
- passTexCoord0();
+ pushTexCoord0();
#endif
passNormalValue(normalize(u_normalMatrix * applySkinning(g_normal)));
gl_Position = u_projViewTrans * g_position;
// Pass the attributes values to the fragment shader
- passPosition();
+ pushPosition();
#ifdef normalTextureFlag
calculateTangentVectors();
#endif
passNormalValue(normalize(u_normalMatrix * applySkinning(g_normal)));
- passColor();
- passTexCoord0();
+ pushColor();
+ pushTexCoord0();
passShadowMapUV(calcShadowMapUV(g_position));
passFog(calculateFog(g_position, u_cameraPosition));
// #define gouraud
void main() {
-#ifdef normalTextureFlag
+ pullColor();
+ pullTexCoord0();
pullNormal();
+
+#ifdef normalTextureFlag
pullBinormal();
pullTangent();
v_reflect = reflect(-viewDir, g_normal);
- passTexCoord0();
+ pushTexCoord0();
}
#endif
void main() {
+ pullTexCoord0();
+
#ifdef normalTextureFlag
vec4 N = vec4(normalize(texture2D(u_normalTexture, g_texCoord0).xyz * 2.0 - 1.0), 1.0);
#else