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attribute vec3 LightPosition;
attribute vec3 BrickColor, MortarColor;
attribute vec2 BrickSize, BrickPct;
varying vec3 BrickColor_f, MortarColor_f;
varying vec2 BrickSize_f, BrickPct_f;
const float SpecularContribution = 0.3;
const float DiffuseContribution = 1.0 - SpecularContribution;
varying float LightIntensity;
varying vec2 MCposition;
void main()
{
// conversions
BrickColor_f = BrickColor;
MortarColor_f = MortarColor;
BrickSize_f = BrickSize;
BrickPct_f = BrickPct;
//
vec3 ecPosition = vec3(gl_ModelViewMatrix * gl_Vertex);
vec3 tnorm = normalize(gl_NormalMatrix * gl_Normal);
vec3 lightVec = normalize(LightPosition - ecPosition);
vec3 reflectVec = reflect(-lightVec, tnorm);
vec3 viewVec = normalize(-ecPosition);
float diffuse = max(dot(lightVec, tnorm), 0.0);
float spec = 0.0;
if (diffuse > 0.0)
{
spec = max(dot(reflectVec, viewVec), 0.0);
spec = pow(spec, 16.0);
}
LightIntensity = DiffuseContribution * diffuse +
SpecularContribution * spec;
MCposition = gl_Vertex.xy;
gl_Position = ftransform();
}
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