// // 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(); }