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gooch.vs
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gooch.vs
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// $Id$
//
// Vertex shader for Gooch shading
//
// Author: Randi Rost
//
// Copyright (c) 2002-2005 3Dlabs Inc. Ltd.
//
// See 3Dlabs-License.txt for license information
//
/*
uniform vec3 LightPosition; // (0.0, 10.0, 4.0)
*/
vec3 LightPosition = vec3(0.0, 10.0, 0.0);
varying float NdotL;
varying vec3 ReflectVec;
varying vec3 ViewVec;
void main()
{
vec3 ecPos = vec3(gl_ModelViewMatrix * gl_Vertex);
vec3 tnorm = normalize(gl_NormalMatrix * gl_Normal);
vec3 lightVec = normalize(LightPosition - ecPos);
ReflectVec = normalize(reflect(-lightVec, tnorm));
ViewVec = normalize(-ecPos);
NdotL = (dot(lightVec, tnorm) + 1.0) * 0.5;
#ifdef __GLSL_CG_DATA_TYPES // Fix clipping for Nvidia and ATI
gl_ClipVertex = gl_ModelViewMatrix * gl_Vertex;
#endif
gl_Position = ftransform();
}