Index: third_party/webgl/conformance-suites/1.0.0/conformance/resources/vertexShader.vert |
=================================================================== |
--- third_party/webgl/conformance-suites/1.0.0/conformance/resources/vertexShader.vert (revision 121077) |
+++ third_party/webgl/conformance-suites/1.0.0/conformance/resources/vertexShader.vert (working copy) |
@@ -1,41 +0,0 @@ |
-/* |
-Copyright (C) 2009 Apple Computer, Inc. All rights reserved. |
- |
-Redistribution and use in source and binary forms, with or without |
-modification, are permitted provided that the following conditions |
-are met: |
-1. Redistributions of source code must retain the above copyright |
- notice, this list of conditions and the following disclaimer. |
-2. Redistributions in binary form must reproduce the above copyright |
- notice, this list of conditions and the following disclaimer in the |
- documentation and/or other materials provided with the distribution. |
- |
-THIS SOFTWARE IS PROVIDED BY APPLE COMPUTER, INC. AS IS AND ANY |
-EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE |
-IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR |
-PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL APPLE COMPUTER, INC. OR |
-CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, |
-EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, |
-PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR |
-PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY |
-OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT |
-(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE |
-OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. |
-*/ |
-attribute vec4 a_vertex; |
-attribute vec3 a_normal; |
- |
-// Workaround for non-compliant WebGL implementations (FIXME) |
-#if defined(GL_ES) |
-uniform mediump mat4 u_modelViewProjMatrix; |
-#else |
-uniform mat4 u_modelViewProjMatrix; |
-#endif |
- |
-varying vec3 v_normal; |
- |
-void main() |
-{ |
- v_normal = a_normal; |
- gl_Position = u_modelViewProjMatrix * a_vertex; |
-} |