From 21396b4fa36856ce770297df59cd61725ff268da Mon Sep 17 00:00:00 2001 From: Matt Turner Date: Tue, 11 Dec 2012 17:33:49 -0800 Subject: Implement cubic bezier surface --- data/simple.vert | 25 ++++++++++++++++--------- 1 file changed, 16 insertions(+), 9 deletions(-) (limited to 'data') diff --git a/data/simple.vert b/data/simple.vert index 1850a67..6fdb13b 100644 --- a/data/simple.vert +++ b/data/simple.vert @@ -3,6 +3,7 @@ uniform mat4 mvp; uniform mat3 mv_normal; +uniform mat4x3 k_uniform[4]; layout(location = 0) in vec2 uv; @@ -14,15 +15,21 @@ out vec3 normal_cs; void main(void) { - /* Center the region at the origin. Assume that it's 7 units by 7 - * units. - */ - vec2 bias_uv = uv - 0.5; - vec4 position = vec4(bias_uv.x * 7., - 0.0, - bias_uv.y * 7., - 1.0); - gl_Position = mvp * position; + vec4 uhat = vec4((1 - uv.x) * (1 - uv.x) * (1 - uv.x), + 3. * uv.x * (1 - uv.x) * (1 - uv.x), + 3. * uv.x * uv.x * (1 - uv.x), + uv.x * uv.x * uv.x); + vec4 vhat = vec4((1 - uv.y) * (1 - uv.y) * (1 - uv.y), + 3. * uv.y * (1 - uv.y) * (1 - uv.y), + 3. * uv.y * uv.y * (1 - uv.y), + uv.y * uv.y * uv.y); + mat4x3 m; + m[0] = k_uniform[0] * uhat; + m[1] = k_uniform[1] * uhat; + m[2] = k_uniform[2] * uhat; + m[3] = k_uniform[3] * uhat; + + gl_Position = mvp * vec4(m * vhat, 1.0); /* Transform the normal by the inverse-transpose of the model-view * matrix. -- cgit v1.2.3