//----------------------------------------------------------------------------- // Product: OpenCTM tools // File: phong.vert // Description: GLSL per-pixel phong shader - vertex shader //----------------------------------------------------------------------------- // Copyright (c) 2009-2010 Marcus Geelnard // // This software is provided 'as-is', without any express or implied // warranty. In no event will the authors be held liable for any damages // arising from the use of this software. // // Permission is granted to anyone to use this software for any purpose, // including commercial applications, and to alter it and redistribute it // freely, subject to the following restrictions: // // 1. The origin of this software must not be misrepresented; you must not // claim that you wrote the original software. If you use this software // in a product, an acknowledgment in the product documentation would be // appreciated but is not required. // // 2. Altered source versions must be plainly marked as such, and must not // be misrepresented as being the original software. // // 3. This notice may not be removed or altered from any source // distribution. //----------------------------------------------------------------------------- varying vec3 vNormal; varying vec3 vPos; varying vec4 vColor; void main() { // Vertex normal vNormal = normalize(gl_NormalMatrix * gl_Normal); // Vertex position in eye coordinates vPos = vec3(gl_ModelViewMatrix * gl_Vertex); // Vertex color (used for the ambient and diffuse terms) vColor = gl_Color; // Texture coordinate gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0; // Vertex position in screen coordinates gl_Position = ftransform(); }