📄 phong.vrt
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/**
Per-pixel Phong Shading
*/
/** Camera origin in world space */
uniform vec3 wsEyePosition;
/** Non-unit vector to the eye from the vertex */
varying vec3 wsInterpolatedEye;
/** Non-unit surface normal in world space */
varying vec3 wsInterpolatedNormal;
void main(void) {
wsInterpolatedNormal = g3d_ObjectToWorldNormalMatrix * gl_Normal;
wsInterpolatedEye = wsEyePosition - (g3d_ObjectToWorldMatrix * gl_Vertex).xyz;
gl_Position = ftransform();
}
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