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//
// Vertex shader for procedural bumps
//
// Authors: Randi Rost, John Kessenich
//
// Copyright (c) 2002-2005 3Dlabs Inc. Ltd.
//
// See 3Dlabs-License.txt for license information
//
varying vec3 LightDir;
varying vec3 EyeDir;
uniform vec3 LightPosition;
// VTK can't set Tangent, use Normal instead
//attribute vec3 Tangent;
attribute vec3 Normal;
void main(void)
{
EyeDir = vec3 (gl_ModelViewMatrix * gl_Vertex);
gl_Position = ftransform();
gl_TexCoord[0] = gl_MultiTexCoord0;
vec3 n = normalize(gl_NormalMatrix * gl_Normal);
// VTK can't set Tangent, use Normal instead
//vec3 t = normalize(gl_NormalMatrix * Tangent);
vec3 t = normalize(gl_NormalMatrix * Normal);
vec3 b = cross(n, t);
vec3 v;
v.x = dot(LightPosition, t);
v.y = dot(LightPosition, b);
v.z = dot(LightPosition, n);
LightDir = normalize(v);
v.x = dot(EyeDir, t);
v.y = dot(EyeDir, b);
v.z = dot(EyeDir, n);
EyeDir = normalize(v);
}
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