2 // Vertex shader for procedural bricks
4 // Authors: Dave Baldwin, Steve Koren, Randi Rost
5 // based on a shader by Darwyn Peachey
7 // Copyright (c) 2002-2006 3Dlabs Inc. Ltd.
9 // See 3Dlabs-License.txt for license information
12 uniform vec3 LightPosition;
14 const float SpecularContribution = 0.3;
15 const float DiffuseContribution = 1.0 - SpecularContribution;
17 varying float LightIntensity;
18 varying vec2 MCposition;
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 diffuse = max(dot(lightVec, tnorm), 0.0);
32 spec = max(dot(reflectVec, viewVec), 0.0);
33 spec = pow(spec, 16.0);
36 LightIntensity = DiffuseContribution * diffuse +
37 SpecularContribution * spec;
39 MCposition = gl_Vertex.xy;
40 gl_Position = ftransform();