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//
// Vertex shader for drawing the earth with multiple textures
//
// Author: Randi Rost
//
// Copyright (c) 2002-2004 3Dlabs Inc. Ltd.
//
// See 3Dlabs-License.txt for license information
//
varying float Diffuse;
varying vec3 Specular;
varying vec2 TexCoord;
uniform vec3 LightPosition;
void main(void)
{
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 spec = clamp(dot(reflectVec, viewVec), 0.0, 1.0);
spec = pow(spec, 8.0);
Specular = vec3(spec) * vec3(1.0, 0.941, 0.898) * 0.3;
Diffuse = max(dot(lightVec, tnorm), 0.0);
TexCoord = gl_MultiTexCoord0.st;
gl_Position = ftransform();
}
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