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Diffstat (limited to 'src/GLSLShaderTest/aabrick.vert')
-rw-r--r-- | src/GLSLShaderTest/aabrick.vert | 42 |
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(); -} |