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56 lines
1.9 KiB
GLSL
56 lines
1.9 KiB
GLSL
// This is the Vertex Shader for three dimensional polka dots.
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//
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// author(s): Joshua Doss
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//
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// Copyright (C) 2002-2004 3Dlabs Inc. Ltd.
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//Create uniform variables for lighting to allow user interaction
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uniform float SpecularContribution;
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uniform vec3 LightPosition;
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varying vec3 MCPosition;
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varying float LightIntensity;
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void main(void)
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{
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float diffusecontribution = 1.0 - SpecularContribution;
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// compute the vertex position in eye coordinates
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vec3 ecPosition = vec3(gl_ModelViewMatrix * gl_Vertex);
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// compute the transformed normal
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vec3 tnorm = normalize(gl_NormalMatrix * gl_Normal);
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// compute a vector from the model to the light position
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vec3 lightVec = normalize(LightPosition - ecPosition);
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// compute the reflection vector
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vec3 reflectVec = reflect(-lightVec, tnorm);
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// compute a unit vector in direction of viewing position
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vec3 viewVec = normalize(-ecPosition);
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// calculate amount of diffuse light based on normal and light angle
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float diffuse = max(dot(lightVec, tnorm), 0.0);
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float spec = 0.0;
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// if there is diffuse lighting, calculate specular
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if(diffuse > 0.0)
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{
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spec = max(dot(reflectVec, viewVec), 0.0);
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spec = pow(spec, 16.0);
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}
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// add up the light sources, since this is a varying (global) it will pass to frag shader
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LightIntensity = diffusecontribution * diffuse * 1.5 +
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SpecularContribution * spec;
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// the varying variable MCPosition will be used by the fragment shader to determine where
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// in model space the current pixel is
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MCPosition = vec3 (gl_Vertex);
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// send vertex information
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gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;
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}
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