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authorjada <jada@28c7f869-5b4e-e670-f602-82bfaf57f300>2005-10-25 23:17:51 +0000
committerjada <jada@28c7f869-5b4e-e670-f602-82bfaf57f300>2005-10-25 23:17:51 +0000
commit514fe3f6240041c178ff9262d0b91e838fad1d3b (patch)
treeae8d882295043676419b6430f70b4641215a7d4f /src/GLSLShaderTest/aabrick.vert
parent4325f75ac43540221ba95d7ac925a1c9dc566152 (diff)
1) GLSLShaderTest :
Added new GLSL shader example program. No exit when exception is encountered. 2) PickTest : Update PickTest.java to use the new pickfast utility.
Diffstat (limited to 'src/GLSLShaderTest/aabrick.vert')
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1 files changed, 42 insertions, 0 deletions
diff --git a/src/GLSLShaderTest/aabrick.vert b/src/GLSLShaderTest/aabrick.vert
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+//
+// Vertex shader for antialiased procedural bricks
+//
+// Authors: Dave Baldwin, Steve Koren, Randi Rost
+// based on a shader by Darwyn Peachey
+//
+// Copyright (c) 2002-2004 3Dlabs Inc. Ltd.
+//
+// See 3Dlabs-License.txt for license information
+//
+
+uniform vec3 LightPosition;
+//const vec3 LightPosition = vec3 (0, 4, 4);
+
+const float SpecularContribution = 0.3;
+const float DiffuseContribution = 1.0 - SpecularContribution;
+
+varying float LightIntensity;
+varying vec2 MCposition;
+
+void main(void)
+{
+ 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();
+}