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 26 27 28 29 30 31 32 33 34
|
//
// Vertex shader for procedurally generated hatching or "woodcut" appearance.
//
// This is an OpenGL 2.0 implementation of Scott F. Johnston's "Mock Media"
// (from "Advanced RenderMan: Beyond the Companion" SIGGRAPH 98 Course Notes)
//
// Author: Bert Freudenberg <bert@isg.cs.uni-magdeburg.de>
//
// Copyright (c) 2002-2003 3Dlabs, Inc.
//
// See 3Dlabs-License.txt for license information
//
uniform vec3 LightPosition;
uniform float Time;
varying vec3 ObjPos;
varying float V;
varying float LightIntensity;
void main(void)
{
ObjPos = (vec3 (gl_Vertex) + vec3 (0.0, 0.0, Time)) * 0.2;
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.t; // try .s for vertical stripes
gl_Position = ftransform();
}
|