blob: 226dbe48372bbfdc1c01a0174ef3fa6832c80f85 (
plain)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
|
//
// 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();
}
|