// 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; }