📄 tutorial9.vert
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varying vec3 N;
varying vec3 L;
varying vec3 P;
varying float pattern;
const vec3 lightPos = vec3(0.0,5.0,5.0); // make this uniform
void main(void)
{
P = (gl_ModelViewMatrix * gl_Vertex).xyz;
L = normalize(lightPos - P);
N = normalize(gl_NormalMatrix * gl_Normal);
pattern=fract(4.0*(gl_Vertex.y+gl_Vertex.x+gl_Vertex.z));
gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;
//Option: Transform Vertices too:
//vec4 v=gl_Vertex+0.05*pattern*vec4(gl_Normal,0.0);
//gl_Position = gl_ModelViewProjectionMatrix * v;
}
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