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- /* ============================================================================
- * Freetype GL - A C OpenGL Freetype engine
- * Platform: Any
- * WWW: http://code.google.com/p/freetype-gl/
- * ----------------------------------------------------------------------------
- * Copyright 2011,2012 Nicolas P. Rougier. All rights reserved.
- *
- * Redistribution and use in source and binary forms, with or without
- * modification, are permitted provided that the following conditions are met:
- *
- * 1. Redistributions of source code must retain the above copyright notice,
- * this list of conditions and the following disclaimer.
- *
- * 2. Redistributions in binary form must reproduce the above copyright
- * notice, this list of conditions and the following disclaimer in the
- * documentation and/or other materials provided with the distribution.
- *
- * THIS SOFTWARE IS PROVIDED BY NICOLAS P. ROUGIER ''AS IS'' AND ANY EXPRESS OR
- * IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF
- * MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO
- * EVENT SHALL NICOLAS P. ROUGIER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT,
- * INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
- * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
- * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
- * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
- * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
- * THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
- *
- * The views and conclusions contained in the software and documentation are
- * those of the authors and should not be interpreted as representing official
- * policies, either expressed or implied, of Nicolas P. Rougier.
- * ============================================================================
- */
- uniform sampler2D texture;
- uniform vec3 pixel;
- uniform mat4 model;
- uniform mat4 view;
- uniform mat4 projection;
-
-
- attribute vec3 vertex;
- attribute vec4 color;
- attribute vec2 tex_coord;
- attribute float ashift;
- attribute float agamma;
- varying float vshift;
- varying float vgamma;
- void main()
- {
- vshift = ashift;
- vgamma = agamma;
- gl_FrontColor = color;
- gl_TexCoord[0].xy = tex_coord.xy;
- gl_Position = projection*(view*(model*vec4(vertex,1.0)));
- }
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