// // Vertex shader for glyph bombing // // Author: Joshua Doss, Randi Rost // // Copyright (c) 2003-2006: 3Dlabs, Inc. // // See 3Dlabs-License.txt for license information // uniform float SpecularContribution; uniform vec3 LightPosition; uniform float ScaleFactor; varying float LightIntensity; varying vec2 TexCoord; void main() { vec3 ecPosition = vec3(gl_ModelViewMatrix * gl_Vertex); vec3 tnorm = normalize(gl_NormalMatrix * gl_Normal); vec3 lightVec = normalize(LightPosition - ecPosition); vec3 reflectVec = reflect(-lightVec, tnorm); vec3 viewVec = normalize(-ecPosition); float diffuse = max(dot(lightVec, tnorm), 0.0); float spec = 0.0; if(diffuse > 0.0) { spec = max(dot(reflectVec, viewVec), 0.0); spec = pow(spec, 16.0); } float diffusecontribution = 1.0 - SpecularContribution; LightIntensity = diffusecontribution * diffuse * 2.0 + SpecularContribution * spec; TexCoord = gl_MultiTexCoord0.st * ScaleFactor; gl_Position = ftransform(); }