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/*
Copyright (c) 2019 The Khronos Group Inc.
Use of this source code is governed by an MIT-style license that can be
found in the LICENSE.txt file.
*/
attribute vec3 gtf_Normal;
attribute vec4 gtf_Vertex;
uniform mat3 gtf_NormalMatrix;
uniform mat4 gtf_ModelViewMatrix;
uniform mat4 gtf_ModelViewProjectionMatrix;
varying float lightIntensity;
varying vec3 Position;
uniform vec3 LightPosition;
uniform vec3 NotActiveOne;
attribute float myAttribute1;
attribute float myAttribute2;
const float specularContribution = 0.7;
const float diffuseContribution = (1.0 - specularContribution);
void main(void) {
vec4 pos = gtf_ModelViewMatrix * gtf_Vertex;
Position = vec3(gtf_Vertex);
vec3 tnorm = normalize(gtf_NormalMatrix * gtf_Normal);
vec3 lightVec = normalize(LightPosition - vec3(pos));
vec3 reflectVec = reflect(lightVec, tnorm);
vec3 viewVec = normalize(vec3(pos));
//float spec = clamp(dot(reflectVec, viewVec), 0.0, 1.0);
float spec = clamp(dot(reflectVec, viewVec), myAttribute1, myAttribute2);
spec = spec * spec;
spec = spec * spec;
spec = spec * spec;
spec = spec * spec;
lightIntensity = diffuseContribution * dot(lightVec, tnorm) +
specularContribution * spec;
gl_Position = gtf_ModelViewProjectionMatrix * gtf_Vertex;
}