blob: d9306e6c67abbb7d6d9e49cdd7e3641fa9f25b78 (
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
43
44
45
46
47
48
49
50
51
52
53
|
/*
* lighting.vert
*
* Lighting calculations
*
* (c) 2007-2008 Thomas White <taw27@cam.ac.uk>
*
* thrust3d - a silly game
*
*/
varying vec3 pos;
varying vec3 normal;
varying vec3 light0vc;
varying vec3 light0half;
varying vec3 light1vc;
varying vec3 light2vc;
varying vec3 light2hvc;
varying vec3 col_ambi_diff;
varying vec3 col_emit;
void main() {
vec4 vert;
vert = gl_ModelViewMatrix * gl_Vertex;
pos = vert.xyz;
normal = gl_NormalMatrix * gl_Normal;
/* Spotlight - positional light */
light0vc = gl_LightSource[0].position.xyz - vert.xyz; /* Don't normalise here */
light0half = normalize(normalize(light0vc) + normalize(-vert.xyz));
/* Diffuse "background glow" - this can be normalised only once, here, since 'position'
* is really 'direction' and is the same for all vertices. */
light1vc = normalize(vec3(gl_LightSource[1].position));
/* Fill-in light */
light2vc = normalize(vec3(gl_LightSource[2].position));
light2hvc = normalize(vec3(gl_LightSource[2].halfVector - vert));
/* Material properties */
col_ambi_diff = gl_Color.rgb;
col_emit = gl_FrontMaterial.emission.rgb;
/* Coordinates */
gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0;
gl_Position = ftransform();
}
|