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/*
 * $RCSfile$
 *
 * Copyright (c) 2007 Sun Microsystems, Inc. All rights reserved.
 *
 * Redistribution and use in source and binary forms, with or without
 * modification, are permitted provided that the following conditions
 * are met:
 *
 * - Redistribution of source code must retain the above copyright
 *   notice, this list of conditions and the following disclaimer.
 *
 * - Redistribution in binary form must reproduce the above copyright
 *   notice, this list of conditions and the following disclaimer in
 *   the documentation and/or other materials provided with the
 *   distribution.
 *
 * Neither the name of Sun Microsystems, Inc. or the names of
 * contributors may be used to endorse or promote products derived
 * from this software without specific prior written permission.
 *
 * This software is provided "AS IS," without a warranty of any
 * kind. ALL EXPRESS OR IMPLIED CONDITIONS, REPRESENTATIONS AND
 * WARRANTIES, INCLUDING ANY IMPLIED WARRANTY OF MERCHANTABILITY,
 * FITNESS FOR A PARTICULAR PURPOSE OR NON-INFRINGEMENT, ARE HEREBY
 * EXCLUDED. SUN MICROSYSTEMS, INC. ("SUN") AND ITS LICENSORS SHALL
 * NOT BE LIABLE FOR ANY DAMAGES SUFFERED BY LICENSEE AS A RESULT OF
 * USING, MODIFYING OR DISTRIBUTING THIS SOFTWARE OR ITS
 * DERIVATIVES. IN NO EVENT WILL SUN OR ITS LICENSORS BE LIABLE FOR
 * ANY LOST REVENUE, PROFIT OR DATA, OR FOR DIRECT, INDIRECT, SPECIAL,
 * CONSEQUENTIAL, INCIDENTAL OR PUNITIVE DAMAGES, HOWEVER CAUSED AND
 * REGARDLESS OF THE THEORY OF LIABILITY, ARISING OUT OF THE USE OF OR
 * INABILITY TO USE THIS SOFTWARE, EVEN IF SUN HAS BEEN ADVISED OF THE
 * POSSIBILITY OF SUCH DAMAGES.
 *
 * You acknowledge that this software is not designed, licensed or
 * intended for use in the design, construction, operation or
 * maintenance of any nuclear facility.
 *
 * $Revision$
 * $Date$
 * $State$
 */

// A GLSL vertex program for doing Phone shading (per-fragment lighting)


// GL2ES2: Java3D built-in attributes, these are calculated and passsed in if declared here
attribute vec4 glVertex;
attribute vec3 glNormal;  

// GL2ES2: Java3D built-in uniforms, these are calculated and passsed in if declared here
uniform mat4 glModelViewProjectionMatrix;
uniform mat4 glModelViewMatrix;
uniform mat3 glNormalMatrix;

uniform vec4 glLightModelambient;

struct material
{
	int lightEnabled;
 	vec4 ambient;
 	vec4 diffuse;
 	vec4 emission; 
 	vec3 specular;
 	float shininess;
};
uniform material glFrontMaterial;

// Per-pixel normal (output to fragment shader)
varying vec3  Normal;
varying vec3 worldPos;

varying vec4 sceneColor;


void main()
{

  	//GL2ES2: sceneColor Derived. Ecm + Acm * Acs (Acs is normal glLightModelambient)
 	sceneColor = glFrontMaterial.emission + glFrontMaterial.ambient * glLightModelambient;
 	
    Normal = normalize(vec3(glNormalMatrix * glNormal));
    
    worldPos = vec3(glModelViewMatrix * glVertex);		

    // Transform the vertex
    gl_Position = glModelViewProjectionMatrix * glVertex;
}