📄 pervertex.vert
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/*
OGLS Implementation: Per Vertex Lighting
(c) 2004 by Martin Christen. All Rights Reserved.
*/
varying vec4 color;
void main(void)
{
vec3 P = vec3(gl_ModelViewMatrix * gl_Vertex);
vec3 L = normalize((gl_LightSource[0].position.xyz)-P);
vec3 N = normalize(gl_NormalMatrix * gl_Normal);
vec3 E = normalize(-P);
vec3 H = normalize(E+L);
vec4 Iamb = gl_FrontLightProduct[0].ambient;
vec4 Idiff = gl_FrontLightProduct[0].diffuse * max(dot(N,L), 0.0);
vec4 Ispec = gl_FrontLightProduct[0].specular * pow(max(dot(N,H),0.0),gl_FrontMaterial.shininess);
color = gl_FrontLightModelProduct.sceneColor + Iamb + Idiff + Ispec;
gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;
}
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