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authorkcr <kcr@28c7f869-5b4e-e670-f602-82bfaf57f300>2005-10-17 23:09:14 +0000
committerkcr <kcr@28c7f869-5b4e-e670-f602-82bfaf57f300>2005-10-17 23:09:14 +0000
commit4325f75ac43540221ba95d7ac925a1c9dc566152 (patch)
treefacc740ba800f3a3f68e0fb585965b22f78b653c /src/GLSLShaderTest/wood.vert
parentd73245421b294f50b9d4728bcbc717876f83d250 (diff)
Merged changes from dev-1_4 branch into the main trunk.
NOTE: all 1.4 development will now proceed on the main trunk. The dev-1_4 branch is closed.
Diffstat (limited to 'src/GLSLShaderTest/wood.vert')
-rw-r--r--src/GLSLShaderTest/wood.vert25
1 files changed, 25 insertions, 0 deletions
diff --git a/src/GLSLShaderTest/wood.vert b/src/GLSLShaderTest/wood.vert
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+//
+// Simple vertex shader for wood
+//
+// Author: John Kessenich
+//
+// Copyright (c) 2002-2004 3Dlabs Inc. Ltd.
+//
+// See 3Dlabs-License.txt for license information
+//
+
+varying float lightIntensity;
+varying vec3 Position;
+//uniform vec3 LightPosition;
+//uniform float Scale;
+const vec3 LightPosition = vec3 (0.0,0.0,0.4);
+const float Scale = 1.0;
+
+void main(void)
+{
+ vec4 pos = gl_ModelViewMatrix * gl_Vertex;
+ Position = vec3(gl_Vertex) * Scale;
+ vec3 tnorm = normalize(gl_NormalMatrix * gl_Normal);
+ lightIntensity = max(dot(normalize(LightPosition - vec3(pos)), tnorm), 0.0) * 1.5;
+ gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;
+}