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authorkcr <kcr@28c7f869-5b4e-e670-f602-82bfaf57f300>2006-02-01 01:33:24 +0000
committerkcr <kcr@28c7f869-5b4e-e670-f602-82bfaf57f300>2006-02-01 01:33:24 +0000
commit39283191507259cb4dccba3441cdf16025179829 (patch)
tree29ad229325ab151a056d06fbe4c6f1fcd7b292d7 /src/GLSLShaderTest/aabrick.vert
parent3d596b24b72677fbf264a22f3c0ff44aa9bb2baf (diff)
Issue 206 : Example program cleanup
Item 4) Reorganized directory structure to make the examples a single project rather than a collection of independent apps. . All example programs moved under src/classes, and all are now in a subpackage of org.jdesktop.j3d.examples. . All resource files (geometry, images, audio) moved under src/resources . ant script now exists only at top level . Created netbeans project file for NetBeans IDE
Diffstat (limited to 'src/GLSLShaderTest/aabrick.vert')
-rw-r--r--src/GLSLShaderTest/aabrick.vert42
1 files changed, 0 insertions, 42 deletions
diff --git a/src/GLSLShaderTest/aabrick.vert b/src/GLSLShaderTest/aabrick.vert
deleted file mode 100644
index 226dbe4..0000000
--- a/src/GLSLShaderTest/aabrick.vert
+++ /dev/null
@@ -1,42 +0,0 @@
-//
-// 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();
-}