31 lines
No EOL
914 B
GLSL
31 lines
No EOL
914 B
GLSL
// This source code is property of the Computer Graphics and Visualization
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// chair of the TU Dresden. Do not distribute!
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// Copyright (C) CGV TU Dresden - All Rights Reserved
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#version 130
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in vec4 in_position;
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out vec4 fragment_color;
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void main(void)
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{
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gl_Position = in_position;
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fragment_color = in_position;
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/* - 1.2.2 (b)
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* Declare a new "in" variable with the name "in_color". Instead of setting
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* "fragment_color" to the position, set it to "in_color. */
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/* - 1.2.4 (a)
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* Declare two new "uniform" variables with the type "mat4" (above the main function)
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* that store the modelview and projection matrix. To apply the transformations
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* multiply the value of "in_position" before setting "gl_Position". */
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/* - 1.2.5
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* The algorithm to calculate the julia fractal needs a position as input.
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* Declare another "out" variable and set it to the untransformed input
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* position. */
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} |