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📄 polkadot3d.vert

📁 java 3d编程的一些例子源代码
💻 VERT
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// This is the Vertex Shader for three dimensional polka dots.//// author(s):  Joshua Doss//// Copyright (C) 2002-2004  3Dlabs Inc. Ltd.//Create uniform variables for lighting to allow user interaction//uniform float SpecularContribution;//uniform vec3 LightPosition;const float SpecularContribution = 0.36;const vec3 LightPosition = vec3 (0, 4, 5);varying vec3 MCPosition;varying float LightIntensity;void main(void){    float diffusecontribution  = 1.0 - SpecularContribution;        // compute the vertex position in eye coordinates    vec3  ecPosition           = vec3(gl_ModelViewMatrix * gl_Vertex);        // compute the transformed normal    vec3  tnorm                = normalize(gl_NormalMatrix * gl_Normal);        // compute a vector from the model to the light position    vec3  lightVec             = normalize(LightPosition - ecPosition);        // compute the reflection vector    vec3  reflectVec           = reflect(-lightVec, tnorm);        // compute a unit vector in direction of viewing position    vec3  viewVec              = normalize(-ecPosition);        // calculate amount of diffuse light based on normal and light angle    float diffuse              = max(dot(lightVec, tnorm), 0.0);    float spec                 = 0.0;        // if there is diffuse lighting, calculate specular    if(diffuse > 0.0)       {          spec = max(dot(reflectVec, viewVec), 0.0);          spec = pow(spec, 16.0);       }        // add up the light sources, since this is a varying (global) it will pass to frag shader         LightIntensity  = diffusecontribution * diffuse * 1.5 +                          SpecularContribution * spec;        // the varying variable MCPosition will be used by the fragment shader to determine where    //    in model space the current pixel is                          MCPosition      = vec3 (gl_Vertex);        // send vertex information    gl_Position     = gl_ModelViewProjectionMatrix * gl_Vertex;}

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