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//
// Vertex shader for adaptively antialiasing a procedural stripe pattern
//
// Author: Randi Rost
// based on a shader by Bert Freudenberg
//
// Copyright (c) 2002-2004 3Dlabs Inc. Ltd.
//
// See 3Dlabs-License.txt for license information
//
uniform vec3 LightPosition;
varying float V;
varying float LightIntensity;
void main(void)
{
vec3 pos = vec3(gl_ModelViewMatrix * gl_Vertex);
vec3 tnorm = normalize(gl_NormalMatrix * gl_Normal);
vec3 lightVec = normalize(LightPosition - pos);
LightIntensity = max(dot(lightVec, tnorm), 0.0);
V = gl_MultiTexCoord0.s; // try .s for vertical stripes
gl_Position = ftransform();
}
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