summaryrefslogtreecommitdiffstats
path: root/src/GLSLShaderTest/aabrick.vert
diff options
context:
space:
mode:
authorjada <jada@28c7f869-5b4e-e670-f602-82bfaf57f300>2005-10-20 19:59:00 +0000
committerjada <jada@28c7f869-5b4e-e670-f602-82bfaf57f300>2005-10-20 19:59:00 +0000
commite63928ebbdc63d6da0c6f0b8fae47a6e8a75e859 (patch)
tree89fd52b91a55459e843ebc9743fb995e633447a0 /src/GLSLShaderTest/aabrick.vert
parent89e00ae88793b815256cf1ec371d4dd4000f020a (diff)
1) No exit when exception is encountered.
2) Added new GLSL shader example program.
Diffstat (limited to 'src/GLSLShaderTest/aabrick.vert')
-rw-r--r--src/GLSLShaderTest/aabrick.vert42
1 files changed, 42 insertions, 0 deletions
diff --git a/src/GLSLShaderTest/aabrick.vert b/src/GLSLShaderTest/aabrick.vert
new file mode 100644
index 0000000..226dbe4
--- /dev/null
+++ b/src/GLSLShaderTest/aabrick.vert
@@ -0,0 +1,42 @@
+//
+// Vertex shader for antialiased procedural bricks
+//
+// Authors: Dave Baldwin, Steve Koren, Randi Rost
+// based on a shader by Darwyn Peachey
+//
+// Copyright (c) 2002-2004 3Dlabs Inc. Ltd.
+//
+// See 3Dlabs-License.txt for license information
+//
+
+uniform vec3 LightPosition;
+//const vec3 LightPosition = vec3 (0, 4, 4);
+
+const float SpecularContribution = 0.3;
+const float DiffuseContribution = 1.0 - SpecularContribution;
+
+varying float LightIntensity;
+varying vec2 MCposition;
+
+void main(void)
+{
+ vec3 ecPosition = vec3 (gl_ModelViewMatrix * gl_Vertex);
+ vec3 tnorm = normalize(gl_NormalMatrix * gl_Normal);
+ vec3 lightVec = normalize(LightPosition - ecPosition);
+ vec3 reflectVec = reflect(-lightVec, tnorm);
+ vec3 viewVec = normalize(-ecPosition);
+ float diffuse = max(dot(lightVec, tnorm), 0.0);
+ float spec = 0.0;
+
+ if (diffuse > 0.0)
+ {
+ spec = max(dot(reflectVec, viewVec), 0.0);
+ spec = pow(spec, 16.0);
+ }
+
+ LightIntensity = DiffuseContribution * diffuse +
+ SpecularContribution * spec;
+
+ MCposition = gl_Vertex.xy;
+ gl_Position = ftransform();
+}