Files
NxtAR-android/assets/shaders/singleDiffuseLight/singleDiffuseLight_vert.glsl

65 lines
1.7 KiB
GLSL

/*
* Copyright (C) 2014 Miguel Angel Astor Romero
*
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
* You may obtain a copy of the License at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing, software
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
*/
// Model-view matrix.
uniform mat4 u_projTrans;
// Light source position
uniform vec4 u_lightPos;
// Diffuse light color.
uniform vec4 u_lightDiffuse;
// Camera world space position.
uniform vec3 u_cameraPos;
// Vertex position in world coordinates.
attribute vec4 a_position;
// Vertex normal.
attribute vec4 a_normal;
// Vertex color.
attribute vec4 a_color;
// Vertex color to pass to the fragment shader.
varying vec4 v_color;
// Diffuse shaded color to pass to the fragment shader.
varying vec4 v_diffuse;
// The vector from the vertex to the light source.
varying vec3 v_lightVector;
// The vector from the vertex to the camera.
varying vec3 v_eyeVector;
// The light vector reflected around the vertex normal.
varying vec3 v_reflectedVector;
void main(){
// Set the varyings.
v_lightVector = normalize(u_lightPos.xyz - a_position.xyz);
v_eyeVector = normalize(u_cameraPos.xyz - a_position.xyz);
v_reflectedVector = normalize(-reflect(v_lightVector, a_normal.xyz));
v_color = a_color;
// Diffuse Term.
v_diffuse = u_lightDiffuse * max(dot(a_normal.xyz, v_lightVector), 0.0);
gl_Position = u_projTrans * a_position;
}