From 2ccd26469541ef042bb1aec8ade3dc4736f694cf Mon Sep 17 00:00:00 2001 From: Brian Date: Mon, 15 Jan 2007 17:27:24 -0700 Subject: Added new directory of GL shading language demos: glsl --- progs/glsl/CH06-brick.vert.txt | 41 +++++++++++++++++++++++++++++++++++++++++ 1 file changed, 41 insertions(+) create mode 100644 progs/glsl/CH06-brick.vert.txt (limited to 'progs/glsl/CH06-brick.vert.txt') diff --git a/progs/glsl/CH06-brick.vert.txt b/progs/glsl/CH06-brick.vert.txt new file mode 100644 index 00000000000..e95e6f42f0b --- /dev/null +++ b/progs/glsl/CH06-brick.vert.txt @@ -0,0 +1,41 @@ +// +// 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(); +} -- cgit v1.2.3