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//
// Vertex shader for wobbling a texture
//
// Author: Antonio Tejada
//
// Copyright (c) 2002-2004 3Dlabs Inc. Ltd.
//
// See 3Dlabs-License.txt for license information
//
varying float LightIntensity;
uniform vec3 LightPosition;
const float specularContribution = 0.1;
const float diffuseContribution = 1.0 - specularContribution;
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, 16.0);
LightIntensity = diffuseContribution * max(dot(lightVec, tnorm), 0.0)
+ specularContribution * spec;
gl_TexCoord[0] = gl_MultiTexCoord0;
gl_Position = ftransform();
}
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