Graphics Reference
In-Depth Information
Example 8-9
OpenGL ES 1.1 Fixed-Function Vertex Pipeline (continued)
if ( normalize_normal )
n = normalize(n);
mat_ambient_color = enable_color_material ? a_color
: material_state.ambient_color;
mat_diffuse_color = enable_color_material ? a_color
: material_state.diffuse_color;
v_front_color = do_lighting( );
v_back_color = v_front_color;
// do two-sided lighting
if ( light_model_two_sided )
{
n = -n;
v_back_color = do_lighting( );
}
}
else
{
// set the default output color to be the per-vertex /
// per-primitive color
v_front_color = a_color;
v_back_color = a_color;
}
// do texture transforms
v_texcoord[indx_zero] = vec4( c_zero, c_zero, c_zero,
c_one );
if ( enable_tex[indx_zero] )
{
if ( enable_tex_matrix[indx_zero] )
v_texcoord[indx_zero] = tex_matrix[indx_zero] *
a_texcoord0;
else
v_texcoord[indx_zero] = a_texcoord0;
}
v_texcoord[indx_one] = vec4( c_zero, c_zero, c_zero, c_one );
if ( enable_tex[indx_one] )
{
if ( enable_tex_matrix[indx_one] )
v_texcoord[indx_one] = tex_matrix[indx_one] *
a_texcoordl;
else
v_texcoord[indx_one] = a_texcoordl;
}
 
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