Brian | 2ccd264 | 2007-01-15 17:27:24 -0700 | [diff] [blame] | 1 | // |
| 2 | // Vertex shader for drawing the Mandelbrot set |
| 3 | // |
| 4 | // Authors: Dave Baldwin, Steve Koren, Randi Rost |
| 5 | // based on a shader by Michael Rivero |
| 6 | // |
| 7 | // Copyright (c) 2002-2005: 3Dlabs, Inc. |
| 8 | // |
| 9 | // See 3Dlabs-License.txt for license information |
| 10 | // |
| 11 | |
| 12 | uniform vec3 LightPosition; |
| 13 | uniform float SpecularContribution; |
| 14 | uniform float DiffuseContribution; |
| 15 | uniform float Shininess; |
| 16 | |
| 17 | varying float LightIntensity; |
| 18 | varying vec3 Position; |
| 19 | |
| 20 | void main() |
| 21 | { |
| 22 | vec3 ecPosition = vec3(gl_ModelViewMatrix * gl_Vertex); |
| 23 | vec3 tnorm = normalize(gl_NormalMatrix * gl_Normal); |
| 24 | vec3 lightVec = normalize(LightPosition - ecPosition); |
| 25 | vec3 reflectVec = reflect(-lightVec, tnorm); |
| 26 | vec3 viewVec = normalize(-ecPosition); |
| 27 | float spec = max(dot(reflectVec, viewVec), 0.0); |
| 28 | spec = pow(spec, Shininess); |
| 29 | LightIntensity = DiffuseContribution * |
| 30 | max(dot(lightVec, tnorm), 0.0) + |
| 31 | SpecularContribution * spec; |
| 32 | Position = vec3(gl_MultiTexCoord0 - 0.5) * 5.0; |
| 33 | gl_Position = ftransform(); |
| 34 | |
| 35 | } |