51 lines
991 B
GLSL
51 lines
991 B
GLSL
#version 150
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uniform mat3 colorTransform;
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varying vec3 Color;
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uniform mat4 m, n;
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uniform mat4x3 um43;
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uniform mat3x4 un34;
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uniform mat2 um2;
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uniform mat3 um3;
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uniform mat4 um4;
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varying vec4 v;
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varying vec3 u;
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out vec4 FragColor;
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void main()
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{
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mat3x4 m34 = outerProduct(v, u);
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m34 += mat3x4(4.3);
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FragColor = vec4(Color, 1.0);
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FragColor *= vec4(FragColor * m34, 1.0);
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m34 *= v.x;
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mat4 m44 = mat4(un34);
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m44 += m34 * um43;
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FragColor += (-m44) * v;
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FragColor *= matrixCompMult(m44, m44);
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m34 = transpose(um43);
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FragColor *= vec4(FragColor * m34, 1.0);
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FragColor *= vec4(determinant(um4));
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mat2 inv = inverse(um2);
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FragColor *= vec4(inv[0][0], inv[1][0], inv[0][1], inv[1][1]);
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mat3 inv3 = inverse(um3);
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FragColor *= vec4(inv3[2][1]);
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mat4 inv4 = inverse(um4);
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FragColor *= inv4;
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FragColor = vec4(FragColor * matrixCompMult(un34, un34), FragColor.w);
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}
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