Undo changes made to the toyball shaders in commit d19d0596da
This demo produces the expected results again.
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02afd45d3b
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@ -49,15 +49,14 @@ void main()
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inorout += dot(distance, vec4(1.0));
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inorout += dot(distance, vec4(1.0));
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distance.x = dot(p, HalfSpace4);
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distance.x = dot(p, HalfSpace4);
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// distance.y = StripeWidth - abs(p.z);
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distance.y = StripeWidth - abs(p.z);
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distance.y = StripeWidth - abs(p.y);
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distance = smoothstep(-FWidth, FWidth, distance);
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distance = smoothstep(-FWidth, FWidth, distance);
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inorout += distance.x;
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inorout += distance.x;
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inorout = clamp(inorout, 0.0, 1.0);
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inorout = clamp(inorout, 0.0, 1.0);
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surfColor = mix(Yellow, Blue, distance.y);
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surfColor = mix(Yellow, Red, inorout);
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surfColor = mix(surfColor, Red, inorout);
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surfColor = mix(surfColor, Blue, distance.y);
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// normal = point on surface for sphere at (0,0,0)
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// normal = point on surface for sphere at (0,0,0)
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normal = p;
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normal = p;
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@ -14,11 +14,10 @@ uniform vec4 BallCenter; // ball center in modelling coordinates
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void main()
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void main()
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{
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{
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ECposition = gl_ModelViewMatrix * gl_Vertex;
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//orig: ECposition = gl_ModelViewMatrix * gl_Vertex;
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// ECposition = gl_TextureMatrix[0] * gl_Vertex;
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ECposition = gl_TextureMatrix[0] * gl_Vertex;
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// ECposition = gl_MultiTexCoord0 * gl_Vertex;
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ECposition = gl_ModelViewMatrix * ECposition;
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// ECposition = gl_ModelViewMatrix * ECposition;
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ECballCenter = gl_ModelViewMatrix * BallCenter;
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ECballCenter = gl_ModelViewMatrix * BallCenter;
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gl_Position = ftransform();
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gl_Position = ftransform();
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