From c823b2bf3165990a556d50990adf4da5cee95593 Mon Sep 17 00:00:00 2001 From: Hans-Christoph Steiner Date: Fri, 2 Nov 2012 15:36:19 +0000 Subject: commit Gem 0.93.3 from http://gem.iem.at/releases/0.93.3/Gem-0.93.3-W32-i686.zip svn path=/trunk/; revision=16521 --- .../windows/extra/Gem/examples/10.glsl/geo.geom | 56 +++++++++++----------- 1 file changed, 28 insertions(+), 28 deletions(-) (limited to 'packages/noncvs/windows/extra/Gem/examples/10.glsl/geo.geom') diff --git a/packages/noncvs/windows/extra/Gem/examples/10.glsl/geo.geom b/packages/noncvs/windows/extra/Gem/examples/10.glsl/geo.geom index 3271c6fc..6082ccfe 100644 --- a/packages/noncvs/windows/extra/Gem/examples/10.glsl/geo.geom +++ b/packages/noncvs/windows/extra/Gem/examples/10.glsl/geo.geom @@ -1,28 +1,28 @@ -#version 120 -#extension GL_EXT_geometry_shader4: enable - -void main(void) -{ - //increment variable - int i,j; - float rnd1,rnd2; - rnd1 = 0.0216767863321334264; // seed - rnd2 = 0.0475785688678678345; - for(j=0; j< 40; j++) - { - rnd1 = fract(124.321345312123465*rnd1) -0.5; // easy way to generated pseudo random number - rnd2 = fract(5234.43532345435245*rnd2) -0.5; - - //draw 40 time the same geometry, but with small shift in it's position - for(i=0; i< gl_VerticesIn; i++) - { - gl_FrontColor = gl_FrontColorIn[i]; - gl_TexCoord[0] = gl_TexCoordIn[i][0]; - gl_Position = gl_PositionIn[i]; // get position of the original point - gl_Position.xy += vec2(rnd1,rnd2)/3.; // add small random - // the geometry as already been transform in 2d, so we jut have to move it in X and Y - EmitVertex(); - } - EndPrimitive(); - } -} +#version 120 +#extension GL_EXT_geometry_shader4: enable + +void main(void) +{ + //increment variable + int i,j; + float rnd1,rnd2; + rnd1 = 0.0216767863321334264; // seed + rnd2 = 0.0475785688678678345; + for(j=0; j< 40; j++) + { + rnd1 = fract(124.321345312123465*rnd1) -0.5; // easy way to generated pseudo random number + rnd2 = fract(5234.43532345435245*rnd2) -0.5; + + //draw 40 time the same geometry, but with small shift in it's position + for(i=0; i< gl_VerticesIn; i++) + { + gl_FrontColor = gl_FrontColorIn[i]; + gl_TexCoord[0] = gl_TexCoordIn[i][0]; + gl_Position = gl_PositionIn[i]; // get position of the original point + gl_Position.xy += vec2(rnd1,rnd2)/3.; // add small random + // the geometry as already been transform in 2d, so we jut have to move it in X and Y + EmitVertex(); + } + EndPrimitive(); + } +} -- cgit v1.2.1