/* ** Copyright (c) 2012 The Khronos Group Inc. ** ** Permission is hereby granted, free of charge, to any person obtaining a ** copy of this software and/or associated documentation files (the ** "Materials"), to deal in the Materials without restriction, including ** without limitation the rights to use, copy, modify, merge, publish, ** distribute, sublicense, and/or sell copies of the Materials, and to ** permit persons to whom the Materials are furnished to do so, subject to ** the following conditions: ** ** The above copyright notice and this permission notice shall be included ** in all copies or substantial portions of the Materials. ** ** THE MATERIALS ARE PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, ** EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF ** MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. ** IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY ** CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, ** TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE ** MATERIALS OR THE USE OR OTHER DEALINGS IN THE MATERIALS. */ attribute vec3 gtf_Normal; attribute vec4 gtf_Vertex; uniform mat3 gtf_NormalMatrix; uniform mat4 gtf_ModelViewMatrix; uniform mat4 gtf_ModelViewProjectionMatrix; varying float lightIntensity; varying vec3 Position; uniform vec3 LightPosition; uniform vec3 NotActiveOne; attribute float myAttribute1; attribute float myAttribute2; const float specularContribution = 0.7; const float diffuseContribution = (1.0 - specularContribution); void main(void) { vec4 pos = gtf_ModelViewMatrix * gtf_Vertex; Position = vec3(gtf_Vertex); vec3 tnorm = normalize(gtf_NormalMatrix * gtf_Normal); vec3 lightVec = normalize(LightPosition - vec3(pos)); vec3 reflectVec = reflect(lightVec, tnorm); vec3 viewVec = normalize(vec3(pos)); //float spec = clamp(dot(reflectVec, viewVec), 0.0, 1.0); float spec = clamp(dot(reflectVec, viewVec), myAttribute1, myAttribute2); spec = spec * spec; spec = spec * spec; spec = spec * spec; spec = spec * spec; lightIntensity = diffuseContribution * dot(lightVec, tnorm) + specularContribution * spec; gl_Position = gtf_ModelViewProjectionMatrix * gtf_Vertex; }