vertex.glsl 509 B

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  1. const vec4 AMBIENT = vec4( 0.1, 0.1, 0.1, 1.0 );
  2. const vec4 SPECULAR = vec4( 1.0, 1.0, 1.0, 1.0 );
  3. uniform vec4 light;
  4. varying vec4 Ca;
  5. varying vec4 Cd;
  6. varying vec4 Cs;
  7. varying vec4 V_eye;
  8. varying vec4 L_eye;
  9. varying vec4 N_eye;
  10. void main(void)
  11. {
  12. V_eye = gl_ModelViewMatrix * gl_Vertex;
  13. L_eye = (gl_ModelViewMatrix * light) - V_eye;
  14. N_eye = vec4(gl_NormalMatrix * gl_Normal, 1.0);
  15. gl_Position = gl_ProjectionMatrix * V_eye;
  16. V_eye = -V_eye;
  17. Ca = AMBIENT;
  18. Cd = gl_Color;
  19. Cs = SPECULAR;
  20. }