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Diffstat (limited to 'src/GLSLShaderTest/aabrick.vert')
-rw-r--r-- | src/GLSLShaderTest/aabrick.vert | 42 |
1 files changed, 42 insertions, 0 deletions
diff --git a/src/GLSLShaderTest/aabrick.vert b/src/GLSLShaderTest/aabrick.vert new file mode 100644 index 0000000..226dbe4 --- /dev/null +++ b/src/GLSLShaderTest/aabrick.vert @@ -0,0 +1,42 @@ +// +// 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(); +} |