// // dimple.vert: Vertex shader for bump mapping dimples (bumps) // // author: John Kessenich // // Copyright (c) 2002: 3Dlabs, Inc. // varying vec3 LightDir; varying vec3 EyeDir; varying vec3 Normal; //uniform vec3 LightPosition; //uniform float Scale; vec3 LightPosition = vec3(0.0, 0.0, 5.0); float Scale = 1.0; void main(void) { vec4 pos = gl_ModelViewMatrix * gl_Vertex; gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex; vec3 eyeDir = vec3(pos); // gl_TexCoord[0] = gl_MultiTexCoord0; gl_TexCoord[0] = gl_Vertex; vec3 n = normalize(gl_NormalMatrix * gl_Normal); vec3 t = normalize(cross(vec3(1.141, 2.78, 3.14), n)); vec3 b = cross(n, t); vec3 v; v.x = dot(LightPosition, t); v.y = dot(LightPosition, b); v.z = dot(LightPosition, n); LightDir = normalize(v); v.x = dot(eyeDir, t); v.y = dot(eyeDir, b); v.z = dot(eyeDir, n); EyeDir = normalize(v); }