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authorBrian <[email protected]>2007-01-15 17:27:24 -0700
committerBrian <[email protected]>2007-01-15 17:27:24 -0700
commit2ccd26469541ef042bb1aec8ade3dc4736f694cf (patch)
tree90132405bcf4384d9bfe76e88e18f363b923b674 /progs/glsl/CH06-brick.vert.txt
parentf6507157e290b783c036e9459886e0f7ae60ef7b (diff)
Added new directory of GL shading language demos: glsl
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+//
+// Vertex shader for procedural bricks
+//
+// Authors: Dave Baldwin, Steve Koren, Randi Rost
+// based on a shader by Darwyn Peachey
+//
+// Copyright (c) 2002-2006 3Dlabs Inc. Ltd.
+//
+// See 3Dlabs-License.txt for license information
+//
+
+uniform vec3 LightPosition;
+
+const float SpecularContribution = 0.3;
+const float DiffuseContribution = 1.0 - SpecularContribution;
+
+varying float LightIntensity;
+varying vec2 MCposition;
+
+void main()
+{
+ 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 diffuse = max(dot(lightVec, tnorm), 0.0);
+ float spec = 0.0;
+
+ if (diffuse > 0.0)
+ {
+ spec = max(dot(reflectVec, viewVec), 0.0);
+ spec = pow(spec, 16.0);
+ }
+
+ LightIntensity = DiffuseContribution * diffuse +
+ SpecularContribution * spec;
+
+ MCposition = gl_Vertex.xy;
+ gl_Position = ftransform();
+}