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#version 120
//
// dimple.vert: Vertex shader for bump mapping dimples (bumps)
//
// author: John Kessenich
//
// Copyright (c) 2002: 3Dlabs, Inc.
//
// GL2ES2: Java3D built-in attributes, these are calculated and passsed in if declared here
attribute vec4 glVertex;
attribute vec3 glNormal;
attribute vec4 glColor;
// GL2ES2: Java3D built-in uniforms, these are calculated and passsed in if declared here
uniform mat4 glModelViewMatrix;
uniform mat4 glModelViewProjectionMatrix;
uniform mat3 glNormalMatrix;
uniform int ignoreVertexColors;
// GL2ES2: new output varyings, these replace gl_TexCoord[] and gl_FrontColor (along with A and D)
varying vec2 glTexCoord0;
varying vec4 C;
varying vec3 LightDir;
varying vec3 EyeDir;
varying vec3 Normal;
uniform vec3 LightPosition;
// uniform float Scale;
// vec3 LightPosition = vec3(0.0, 0.0, 5.0);
float Scale = 1.0;
void main(void)
{
// GL2ES2: swap built-in variable for Java3d built-in uniforms and attributes gl_* = gl* + declaration (at top)
vec4 pos = glModelViewMatrix * glVertex;
// GL2ES2: swap built-in variable for Java3d built-in uniforms and attributes gl_* = gl* + declaration (at top)
gl_Position = glModelViewProjectionMatrix * glVertex;
vec3 eyeDir = vec3(pos);
// GL2ES2: swap built-in variable for Java3d built-in uniforms and attributes gl_* = gl* + declaration (at top)
// GL2ES2: swap built-in varying for declared varying
//gl_TexCoord[0] = gl_MultiTexCoord0;
glTexCoord0 = glVertex.xy;
// GL2ES2: swap built-in variable for Java3d built-in uniforms and attributes gl_* = gl* + declaration (at top)
// GL2ES2: swap built-in varying for declared varying
//gl_FrontColor = gl_Color;
if( ignoreVertexColors != 0)
C = vec4(1,1,1,1);
else
C = glColor;
vec3 n = normalize(glNormalMatrix * glNormal);
vec3 t = normalize(cross(vec3(1.141, 2.78, 3.14), n));
vec3 b = cross(n, t);
vec3 v;
v.x = dot(LightPosition, t);
v.y = dot(LightPosition, b);
v.z = dot(LightPosition, n);
LightDir = normalize(v);
v.x = dot(eyeDir, t);
v.y = dot(eyeDir, b);
v.z = dot(eyeDir, n);
EyeDir = normalize(v);
}
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