1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25
|
//
// Vertex shader for environment mapping with an
// equirectangular 2D texture
//
// Authors: John Kessenich, Randi Rost
//
// Copyright (c) 2002-2004 3Dlabs Inc. Ltd.
//
// See 3Dlabs-License.txt for license information
//
varying vec3 Normal;
varying vec3 EyeDir;
varying float LightIntensity;
uniform vec3 LightPos;
void main(void)
{
gl_Position = ftransform();
Normal = normalize(gl_NormalMatrix * gl_Normal);
vec4 pos = gl_ModelViewMatrix * gl_Vertex;
EyeDir = pos.xyz;
LightIntensity = max(dot(normalize(LightPos - EyeDir), Normal), 0.0);
}
|