inorout += dot(distance, vec4(1.0));
distance.x = dot(p, HalfSpace4);
-// distance.y = StripeWidth - abs(p.z);
- distance.y = StripeWidth - abs(p.y);
+ distance.y = StripeWidth - abs(p.z);
distance = smoothstep(-FWidth, FWidth, distance);
inorout += distance.x;
inorout = clamp(inorout, 0.0, 1.0);
- surfColor = mix(Yellow, Blue, distance.y);
- surfColor = mix(surfColor, Red, inorout);
+ surfColor = mix(Yellow, Red, inorout);
+ surfColor = mix(surfColor, Blue, distance.y);
// normal = point on surface for sphere at (0,0,0)
normal = p;
void main()
{
- ECposition = gl_ModelViewMatrix * gl_Vertex;
+//orig: ECposition = gl_ModelViewMatrix * gl_Vertex;
-// ECposition = gl_TextureMatrix[0] * gl_Vertex;
-// ECposition = gl_MultiTexCoord0 * gl_Vertex;
-// ECposition = gl_ModelViewMatrix * ECposition;
+ ECposition = gl_TextureMatrix[0] * gl_Vertex;
+ ECposition = gl_ModelViewMatrix * ECposition;
ECballCenter = gl_ModelViewMatrix * BallCenter;
gl_Position = ftransform();