mesa/progs/glsl/CH18-mandel.vert.txt

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//
// Vertex shader for drawing the Mandelbrot set
//
// Authors: Dave Baldwin, Steve Koren, Randi Rost
// based on a shader by Michael Rivero
//
// Copyright (c) 2002-2005: 3Dlabs, Inc.
//
// See 3Dlabs-License.txt for license information
//
uniform vec3 LightPosition;
uniform float SpecularContribution;
uniform float DiffuseContribution;
uniform float Shininess;
varying float LightIntensity;
varying vec3 Position;
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 spec = max(dot(reflectVec, viewVec), 0.0);
spec = pow(spec, Shininess);
LightIntensity = DiffuseContribution *
max(dot(lightVec, tnorm), 0.0) +
SpecularContribution * spec;
Position = vec3(gl_MultiTexCoord0 - 0.5) * 5.0;
gl_Position = ftransform();
}