// // Simple vertex shader for wood // // Author: John Kessenich // // Copyright (c) 2002-2004 3Dlabs Inc. Ltd. // // See 3Dlabs-License.txt for license information // varying float lightIntensity; varying vec3 Position; //uniform vec3 LightPosition; //uniform float Scale; const vec3 LightPosition = vec3 (0.0,0.0,0.4); const float Scale = 1.0; void main(void) { vec4 pos = gl_ModelViewMatrix * gl_Vertex; Position = vec3(gl_Vertex) * Scale; vec3 tnorm = normalize(gl_NormalMatrix * gl_Normal); lightIntensity = max(dot(normalize(LightPosition - vec3(pos)), tnorm), 0.0) * 1.5; gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex; }