📄 specular.vs
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// specular.vs
//
// Generic vertex transformation,
// diffuse and specular lighting
// based on one white light
uniform vec3 lightPos0;
void main(void)
{
// normal MVP transform
gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;
vec3 N = normalize(gl_NormalMatrix * gl_Normal);
vec4 V = gl_ModelViewMatrix * gl_Vertex;
vec3 L = normalize(lightPos0 - V.xyz);
vec3 H = normalize(L + vec3(0.0, 0.0, 1.0));
const float specularExp = 128.0;
// calculate diffuse lighting
float NdotL = dot(N, L);
vec4 diffuse = gl_Color * vec4(max(0.0, NdotL));
// calculate specular lighting
float NdotH = dot(N, H);
vec4 specular = vec4(pow(max(0.0, NdotH), specularExp));
// sum the diffuse and specular components
gl_FrontColor = diffuse + specular;
}
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