24 lines
798 B
GLSL
24 lines
798 B
GLSL
#version 110
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varying vec4 shadow;
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void main(void){
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vec3 position = vec3(gl_ModelViewMatrix * gl_Vertex);
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vec3 normal = normalize(gl_NormalMatrix * gl_Normal);
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vec3 light = normalize(gl_LightSource[0].position.xyz - position);
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float diffuse = dot(light, normal);
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gl_FrontColor = gl_LightSource[0].ambient * gl_Color;
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shadow = gl_FrontColor;
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if (diffuse > 0.0){
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vec3 view = normalize(position);
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vec3 halfway = normalize(light - view);
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float specular = pow(max(dot(normal, halfway), 0.0), gl_FrontMaterial.shininess);
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vec4 temp = gl_LightSource[0].diffuse * gl_Color * diffuse;
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shadow += temp * 0.2;
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gl_FrontColor += temp + gl_FrontLightProduct[0].specular * specular;
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}
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gl_TexCoord[0] = gl_TextureMatrix[0] * gl_ModelViewMatrix * gl_Vertex;
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gl_Position = ftransform();
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}
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