Public feed #601630

Mine

public text v1 · immutable
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·published 2007-07-03 16:56 UTC
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///vertexshader 
uniform vec3 fvEyePosition;

varying vec2 Texcoord;
varying vec3 ViewDirection;
varying vec3 LightDirection;
varying vec3 Normal;
   
void vmain( void )
{
   gl_Position = ftransform();
   Texcoord    = gl_MultiTexCoord0.xy;
    
   vec4 fvObjectPosition = gl_ModelViewMatrix * gl_Vertex;
   
   ViewDirection  = fvEyePosition - fvObjectPosition.xyz;
   LightDirection = fvLightPosition - fvObjectPosition.xyz;
   Normal         = gl_NormalMatrix * gl_Normal;
   
}
////pixelshader
uniform vec4 fvAmbient;
uniform vec4 fvSpecular;
uniform vec4 fvDiffuse;
uniform float fSpecularPower;

uniform sampler2D baseMap;

varying vec2 Texcoord;
varying vec3 ViewDirection;
varying vec3 LightDirection;
varying vec3 Normal;

float alpha;
void pmain( void )
{
   vec3  fvLightDirection = normalize( LightDirection );
   vec3  fvNormal         = normalize( Normal );
   float fNDotL           = dot( fvNormal, fvLightDirection ); 
   
   vec3  fvReflection     = normalize( ( ( 2.0 * fvNormal ) * fNDotL ) - fvLightDirection ); 
   vec3  fvViewDirection  = normalize( ViewDirection );
   float fRDotV           = max( 0.0, dot( fvReflection, fvViewDirection ) );
   
   vec4  fvBaseColor      = texture2D( baseMap, Texcoord );
   
   vec4  fvTotalAmbient   = fvAmbient * fvBaseColor; 
   vec4  fvTotalDiffuse   = fvDiffuse * fNDotL * fvBaseColor; 
   vec4  fvTotalSpecular  = fvSpecular * ( pow( fRDotV, fSpecularPower ) );
  
   gl_FragColor = vec4(( fvTotalAmbient + fvTotalDiffuse + fvTotalSpecular ).xyz,alpha);
       
}