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YASMIN/res/gl/vertex1.glsl
kazu 075d8bb633 a lot!!! of changes
added main menu
added debug display
many debug widgets for plotting live data
worked on android live sensors
added offline-data sensor feeding
some dummy data sensors
worked on the map display
added ui debug for grid-points, particles and weights
added a cool dude to display the estimation
added real filtering based on the Indoor components
c++11 fixes for android compilation
online and offline filtering support
new resampling technique for testing
map loading via dialog
2016-09-16 19:30:04 +02:00

46 lines
985 B
GLSL

#ifdef GL_ES
// Set default precision to medium
precision mediump int;
precision mediump float;
#endif
uniform mat4 m_matrix;
uniform mat4 mv_matrix;
uniform mat4 mvp_matrix;
attribute vec3 a_position;
attribute vec3 a_normal;
attribute vec2 a_texcoord;
attribute vec3 a_tangent;
attribute vec3 a_color;
varying vec3 v_WorldPos;
varying vec3 v_CamPos;
varying vec3 v_normal;
varying vec2 v_texcoord;
varying mat3 normalMat;
varying vec3 v_color;
void main() {
// interpolation:
v_WorldPos = vec3(m_matrix * vec4(a_position, 1.0));
v_CamPos = vec3(mv_matrix * vec4(a_position, 1.0));
v_normal = a_normal;//normalize(vec3(mv_matrix * vec4(a_normal, 0.0)));
v_texcoord = a_texcoord;
v_color = a_color;
// http://www.opengl-tutorial.org/intermediate-tutorials/tutorial-13-normal-mapping/
vec3 bitangent = cross(a_normal, a_tangent);
normalMat = mat3(a_tangent, bitangent, a_normal);
// 2D position for the vertex
gl_Position = mvp_matrix * vec4(a_position, 1.0);
}