📄 stretch.vs
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// stretch.vs
//
// Generic vertex transformation,
// followed by squash/stretch
uniform vec3 lightPos0;
uniform vec3 squashStretch;
void main(void)
{
// normal MVP transform, followed by squash/stretch
vec4 stretchedCoord = gl_Vertex;
stretchedCoord.xyz *= squashStretch;
gl_Position = gl_ModelViewProjectionMatrix * stretchedCoord;
vec3 stretchedNormal = gl_Normal;
stretchedNormal *= squashStretch;
vec3 N = normalize(gl_NormalMatrix * stretchedNormal);
vec4 V = gl_ModelViewMatrix * stretchedCoord;
vec3 L = normalize(lightPos0 - V.xyz);
vec3 H = normalize(L + vec3(0.0, 0.0, 1.0));
// put diffuse lighting result in primary color
float NdotL = dot(N, L);
gl_FrontColor = gl_Color * vec4(max(0.0, NdotL));
// copy (N.H)*8-7 into texcoord
float NdotH = max(0.0, dot(N, H) * 8.0 - 7.0);
gl_TexCoord[0] = vec4(NdotH, 0.0, 0.0, 1.0);
}
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