42 lines
1.1 KiB
Plaintext
42 lines
1.1 KiB
Plaintext
//
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// Vertex shader for procedural bricks
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//
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// Authors: Dave Baldwin, Steve Koren, Randi Rost
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// based on a shader by Darwyn Peachey
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//
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// Copyright (c) 2002-2006 3Dlabs Inc. Ltd.
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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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const float SpecularContribution = 0.3;
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const float DiffuseContribution = 1.0 - SpecularContribution;
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varying float LightIntensity;
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varying vec2 MCposition;
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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 diffuse = max(dot(lightVec, tnorm), 0.0);
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float spec = 0.0;
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if (diffuse > 0.0)
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{
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spec = max(dot(reflectVec, viewVec), 0.0);
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spec = pow(spec, 16.0);
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}
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LightIntensity = DiffuseContribution * diffuse +
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SpecularContribution * spec;
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MCposition = gl_Vertex.xy;
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gl_Position = ftransform();
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}
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