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//
// 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;
gl_FrontColor = gl_Color;
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);
}
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