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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() {
	
	vec4 vert;
	vec3 E, L;
	
	vert = gl_ModelViewMatrix * gl_Vertex;
	normal = gl_NormalMatrix * gl_Normal;
	E = vec4(0.0, 0.0, 1.0, 0.0) - vert;
	
	/* Spotlight - positional light */
	light0vc = vec3(gl_LightSource[0].position - vert);
	light0hvc = normalize(E + light0hvc);
	light0vc = normalize(light0vc);
	
	/* 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(E + light2vc);
	
	/* 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();
	
}