35 lines
1.1 KiB
Plaintext
35 lines
1.1 KiB
Plaintext
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//
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// Vertex shader for drawing the Mandelbrot set
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//
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// Authors: Dave Baldwin, Steve Koren, Randi Rost
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// based on a shader by Michael Rivero
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//
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// Copyright (c) 2002-2005: 3Dlabs, Inc.
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//
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// See 3Dlabs-License.txt for license information
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//
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uniform vec3 LightPosition;
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uniform float SpecularContribution;
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uniform float DiffuseContribution;
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uniform float Shininess;
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varying float LightIntensity;
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varying vec3 Position;
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void main()
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{
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vec3 ecPosition = vec3(gl_ModelViewMatrix * gl_Vertex);
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vec3 tnorm = normalize(gl_NormalMatrix * gl_Normal);
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vec3 lightVec = normalize(LightPosition - ecPosition);
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vec3 reflectVec = reflect(-lightVec, tnorm);
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vec3 viewVec = normalize(-ecPosition);
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float spec = max(dot(reflectVec, viewVec), 0.0);
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spec = pow(spec, Shininess);
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LightIntensity = DiffuseContribution *
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max(dot(lightVec, tnorm), 0.0) +
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SpecularContribution * spec;
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Position = vec3(gl_MultiTexCoord0 - 0.5) * 5.0;
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gl_Position = ftransform();
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}
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