📄 3lights.vs
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// 3lights.vs
//
// Generic vertex transformation,
// 3 colored lights
uniform vec3 lightPos0;
uniform vec3 lightPos1;
uniform vec3 lightPos2;
varying vec4 gl_TexCoord[4];
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;
// Light colors
vec4 lightCol[3];
lightCol[0] = vec4(1.0, 0.25, 0.25, 1.0);
lightCol[1] = vec4(0.25, 1.0, 0.25, 1.0);
lightCol[2] = vec4(0.25, 0.25, 1.0, 1.0);
// Light vectors
vec3 L[3], H[3];
L[0] = normalize(lightPos0 - V.xyz);
L[1] = normalize(lightPos1 - V.xyz);
L[2] = normalize(lightPos2 - V.xyz);
gl_FrontColor = vec4(0.0);
for (int i = 0; i < 3; i++)
{
// Half-angles
H[i] = normalize(L[i] + vec3(0.0, 0.0, 1.0));
// Accumulate the diffuse contributions
gl_FrontColor += gl_Color * lightCol[i] *
vec4(max(0.0, dot(N, L[i])));
// Put N.H specular coefficients into texcoords
gl_TexCoord[1+i] = vec4(max(0.0, dot(N, H[i]) * 8.0 - 7.0),
0.0, 0.0, 1.0);
}
}
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