overte/interface/resources/shaders/eye.vert
2013-09-25 15:26:29 -07:00

28 lines
780 B
GLSL

#version 120
//
// eye.vert
// vertex shader
//
// Created by Andrzej Kapolka on 9/25/13.
// Copyright (c) 2013 High Fidelity, Inc. All rights reserved.
//
// the interpolated normal
varying vec4 normal;
void main(void) {
// transform and store the normal for interpolation
normal = normalize(gl_ModelViewMatrix * vec4(gl_Normal, 0.0));
// compute standard diffuse lighting per-vertex
gl_FrontColor = vec4(gl_Color.rgb * (gl_LightModel.ambient.rgb + gl_LightSource[0].ambient.rgb +
gl_LightSource[0].diffuse.rgb * max(0.0, dot(normal, gl_LightSource[0].position))), gl_Color.a);
// pass along the texture coordinate
gl_TexCoord[0] = gl_MultiTexCoord0;
// use standard pipeline transform
gl_Position = ftransform();
}