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