Graphics Reference
In-Depth Information
Example 8-9
OpenGL ES 1.1 Fixed-Function Vertex Pipeline (continued)
v_ucp_factor = enable_ucp ? dot ( p_eye, ucp_eqn ) : c_zero;
v_fog_factor = enable_fog ? compute_fog( ) : c_one;
gl_Position = mvp_matrix * a_position;
}
Summary
In this chapter, we provided a high-level overview of how vertex shaders
fit into the pipeline and how to perform transformation, lighting,
skinning, and displacement mapping in a vertex shader through
some vertex shader examples. In addition, you learned how to use the
transform feedback mode to capture the vertex outputs into buffer objects
and how to implement the fixed-function pipeline using vertex shaders.
Next, before we will discuss fragment shaders, we will cover the texturing
functionality in OpenGL ES 3.0.
 
 
 
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