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/*
* lighting.vert
*
* Lighting calculations
*
* (c) 2007-2008 Thomas White <taw27@cam.ac.uk>
*
* thrust3d - a silly game
*
*/
varying vec3 normal;
varying vec3 light0vc;
varying vec3 light0hvc;
varying vec3 light1vc;
varying vec3 light2vc;
varying vec3 light2hvc;
varying vec3 col_ambi_diff;
varying vec3 col_emit;
void main() {
vec3 E, L;
/* Spotlight - positional light */
vec3 vert = vec3(gl_ModelViewMatrix * gl_Vertex);
light0vc = normalize(vec3(gl_LightSource[0].position) - vert);
E = vec3(0.0, 0.0, 1.0) - vert;
L = vec3(gl_LightSource[0].position) - vert;
light0hvc = normalize(E + L);
/* 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));
L = vec3(gl_LightSource[2].position) - vert;
light2hvc = normalize(E + L);
/* Material properties */
normal = gl_NormalMatrix * gl_Normal;
col_ambi_diff = gl_Color.rgb;
col_emit = gl_FrontMaterial.emission.rgb;
/* Coordinates */
gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0;
gl_Position = ftransform();
}
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