Created
December 10, 2011 20:42
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/* lighting vertex shader (not quite phong) | |
* http://www.lighthouse3d.com/opengl/glsl/index.php/index.php?ogldir1 | |
* James Stanley 2011 | |
*/ | |
#version 120 | |
void main() { | |
vec3 normal, lightDir; | |
vec4 diffuse, ambient; | |
float NdotL; | |
/* first transform the normal into eye space and normalize the result */ | |
normal = gl_Normal; | |
/* transform light position */ | |
vec4 lightpos = gl_LightSource[0].position; | |
/* TODO: get another shader to deal with the real lighting which is | |
* directional. | |
*/ | |
lightDir = normalize(vec3(gl_Vertex - lightpos)); | |
/* compute the cos of the angle between the normal and lights direction. | |
The light is directional so the direction is constant for every vertex. | |
Since these two are normalized the cosine is the dot product. We also | |
need to clamp the result to the [0,1] range. */ | |
NdotL = max(dot(normal, lightDir), 0.0); | |
/* compute the ambient term */ | |
ambient = gl_FrontMaterial.ambient * gl_LightSource[0].ambient; | |
/* Compute the diffuse term */ | |
diffuse = gl_FrontMaterial.diffuse * gl_LightSource[0].diffuse; | |
gl_FrontColor = ambient + NdotL * diffuse; | |
gl_TexCoord[0] = gl_MultiTexCoord0; | |
gl_Position = ftransform(); | |
} |
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