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/*
* 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 float light0dist;
varying vec3 light1vc;
varying vec3 light2vc;
varying vec3 col_ambi_diff;
varying vec3 col_emit;
void main() {
vec4 vert;
vec3 vert_to_light;
vert = gl_ModelViewMatrix * gl_Vertex;
pos = vec3(vert);
normal = gl_NormalMatrix * gl_Normal;
/* Spotlight - positional light */
vert_to_light = vec3(gl_LightSource[0].position - vert);
light0dist = length(vert_to_light);
light0vc = normalize(vert_to_light);
/* 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));
/* 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();
}
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