20 lines
399 B
GLSL
20 lines
399 B
GLSL
// Vertex shader for cube-texture reflection mapping
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// Brian Paul
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varying vec3 normal;
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void main()
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{
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vec3 n = gl_NormalMatrix * gl_Normal;
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vec3 u = normalize(vec3(gl_ModelViewMatrix * gl_Vertex));
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float two_n_dot_u = 2.0 * dot(n, u);
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vec4 f;
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f.xyz = u - n * two_n_dot_u;
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// outputs
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normal = n;
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gl_TexCoord[0] = gl_TextureMatrix[0] * f;
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gl_Position = ftransform();
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}
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