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28 lines
837 B
GLSL
28 lines
837 B
GLSL
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uniform int StyleUVW ; // 0 = specular reflection, 1 = diffuse reflection, 2 = use model vertex coordinates for uvw.
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uniform vec3 CameraPos;
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uniform mat4 World;
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void main(void)
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{
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gl_Position = ftransform(); // same as gl_ModelViewProjectionMatrix * gl_Vertex;
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// compute the reflection vector, and assign it to texcoord 0
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if ( StyleUVW == 0 )
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{
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vec4 worldPos = World*gl_Vertex;
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vec3 viewNormal = normalize(worldPos.xyz - CameraPos); // view vector
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gl_TexCoord[0] = vec4( reflect( viewNormal, normalize(gl_Normal) ), 1.0 );
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}
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else if ( StyleUVW == 1 )
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{
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// just use the normal for the reflection vector
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gl_TexCoord[0] = vec4(normalize(gl_Normal), 1.0);
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}
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else if ( StyleUVW == 2 )
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{
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// use vertex-coordinates for texture coordinates
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gl_TexCoord[0] = normalize(gl_Vertex);
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}
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}
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