gl_Position
=
gl_ModelViewProjectionMatrix
*
gl_Vertex;
gl_Position = ftransform();
gl_Position = ftransform();
转换顶点到眼坐标系中
vec4 ecPosition;
vec3 ecPosition3; // in 3 space
// Transform vertex to eye coordinates
if (NeedEyePosition) {
ecPosition = gl_ModelViewMatrix * gl_Vertex;
ecPosition3 = (vec3 (ecPosition)) / ecPosition.w;
}
vec3 ecPosition3; // in 3 space
// Transform vertex to eye coordinates
if (NeedEyePosition) {
ecPosition = gl_ModelViewMatrix * gl_Vertex;
ecPosition3 = (vec3 (ecPosition)) / ecPosition.w;
}
转换法线到眼坐标系中
normal
=
gl_NormalMatrix
*
gl_Normal;
规格化法线
normal
=
normalize(normal);
缩放法线
normal
=
normal
*
gl_NormalScale;
纹理坐标变换
gl_TexCoord[
0
]
=
gl_TextureMatrix[
0
]
*
gl_MultiTexCoord0;