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-rw-r--r--src/GLSLShaderTest/polkadot3d.vert58
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diff --git a/src/GLSLShaderTest/polkadot3d.vert b/src/GLSLShaderTest/polkadot3d.vert
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--- a/src/GLSLShaderTest/polkadot3d.vert
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-// This is the Vertex Shader for three dimensional polka dots.
-//
-// author(s): Joshua Doss
-//
-// Copyright (C) 2002-2004 3Dlabs Inc. Ltd.
-
-//Create uniform variables for lighting to allow user interaction
-//uniform float SpecularContribution;
-//uniform vec3 LightPosition;
-
-const float SpecularContribution = 0.36;
-const vec3 LightPosition = vec3 (0, 4, 5);
-
-varying vec3 MCPosition;
-varying float LightIntensity;
-
-void main(void)
-{
- float diffusecontribution = 1.0 - SpecularContribution;
-
- // compute the vertex position in eye coordinates
- vec3 ecPosition = vec3(gl_ModelViewMatrix * gl_Vertex);
-
- // compute the transformed normal
- vec3 tnorm = normalize(gl_NormalMatrix * gl_Normal);
-
- // compute a vector from the model to the light position
- vec3 lightVec = normalize(LightPosition - ecPosition);
-
- // compute the reflection vector
- vec3 reflectVec = reflect(-lightVec, tnorm);
-
- // compute a unit vector in direction of viewing position
- vec3 viewVec = normalize(-ecPosition);
-
- // calculate amount of diffuse light based on normal and light angle
- float diffuse = max(dot(lightVec, tnorm), 0.0);
- float spec = 0.0;
-
- // if there is diffuse lighting, calculate specular
- if(diffuse > 0.0)
- {
- spec = max(dot(reflectVec, viewVec), 0.0);
- spec = pow(spec, 16.0);
- }
-
- // add up the light sources, since this is a varying (global) it will pass to frag shader
- LightIntensity = diffusecontribution * diffuse * 1.5 +
- SpecularContribution * spec;
-
- // the varying variable MCPosition will be used by the fragment shader to determine where
- // in model space the current pixel is
- MCPosition = vec3 (gl_Vertex);
-
- // send vertex information
- gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;
-}
-