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Revision 6871
(checked in by robert, 2 years ago)
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Checked in first cut of new SVN for OpenSceneGraph-Data
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// blocky.vert - an OGLSL vertex shader with animation |
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// Mike Weiblen 2003-09-16 : derived from brick.vert |
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// Copyright 2003 3Dlabs Inc. |
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// see http://www.3dlabs.com/opengl2/ for more OpenGL Shading Language info. |
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// the App updates uniforms "slowly" (eg once per frame) for animation. |
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uniform float Sine; |
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const vec3 LightPosition = vec3(0.0, 0.0, 4.0); |
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const float BlockScale = 0.30; |
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// varyings are written by vert shader, interpolated, and read by frag shader. |
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varying float LightIntensity; |
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varying vec2 BlockPosition; |
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void main(void) |
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{ |
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// per-vertex diffuse lighting |
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vec4 ecPosition = gl_ModelViewMatrix * gl_Vertex; |
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vec3 tnorm = normalize(gl_NormalMatrix * gl_Normal); |
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vec3 lightVec = normalize(LightPosition - vec3 (ecPosition)); |
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LightIntensity = max(dot(lightVec, tnorm), 0.0); |
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// blocks will be determined by fragment's position on the XZ plane. |
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BlockPosition = gl_Vertex.xz / BlockScale; |
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// scale the geometry based on an animation variable. |
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vec4 vertex = gl_Vertex; |
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vertex.w = 1.0 + 0.4 * (Sine + 1.0); |
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gl_Position = gl_ModelViewProjectionMatrix * vertex; |
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} |
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