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//
// Vertex shader for producing a turbulent fire effect
//
// Authors: John Kessenich, Randi Rost
//
// Copyright (c) 2002-2004 3Dlabs Inc. Ltd.
//
// See 3Dlabs-License.txt for license information
//
varying float LightIntensity;
varying vec3 MCposition;
uniform vec3 LightPos;
uniform float Scale;
void main(void)
{
vec3 ECposition = vec3 (gl_ModelViewMatrix * gl_Vertex);
MCposition = vec3 (gl_Vertex) * Scale;
vec3 tnorm = normalize(vec3 (gl_NormalMatrix * gl_Normal));
LightIntensity = dot(normalize(LightPos - ECposition), tnorm);
LightIntensity *= 1.5;
gl_Position = ftransform();
}
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