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/*
Copyright (c) 2019 The Khronos Group Inc.
Use of this source code is governed by an MIT-style license that can be
found in the LICENSE.txt file.
*/
attribute vec3 gtf_Normal;
attribute vec4 gtf_Vertex;
varying float lightIntensity;
varying vec3 Position;
// Used in the vertex shader.
uniform mat3 gtf_NormalMatrix; //< 1
uniform mat4 gtf_ModelViewMatrix; //< 2
uniform mat4 gtf_ModelViewProjectionMatrix; //< 3
uniform float myAttrib1f; //< 4
uniform vec2 myAttrib2f; //< 5
uniform vec3 LightPosition; //< 6
uniform vec4 myAttrib4f; //< 7
uniform int myAttrib1i; //< 8
uniform ivec2 myAttrib2i; //< 9
uniform ivec3 myAttrib3i; //< 10
uniform ivec4 myAttrib4i; //< 11
uniform bool myAttrib1b; //< 12
uniform bvec2 myAttrib2b; //< 13
uniform bvec3 myAttrib3b; //< 14
uniform bvec4 myAttrib4b; //< 15
uniform mat2 myAttrib2m; //< 16
uniform mat3 myAttrib3m; //< 17
uniform mat4 myAttrib4m; //< 18
uniform float myUniformfv[5]; //< 19
// Used in the fragment shader.
uniform vec3 brickColor; //< 20
uniform vec3 mortarColor; //< 21
uniform float brickMortarWidth; //< 22
uniform float brickMortarHeight; //< 23
uniform float mwf; //< 24
uniform float mhf; //< 25
const float specularContribution = 0.7;
const float diffuseContribution = (1.0 - specularContribution);
void main(void) {
vec4 pos = gtf_ModelViewMatrix * gtf_Vertex;
Position = vec3(gtf_Vertex);
vec3 tnorm = normalize(gtf_NormalMatrix * gtf_Normal);
vec3 lightVec = normalize(LightPosition - vec3(pos));
vec3 reflectVec = reflect(lightVec, tnorm);
vec3 viewVec = normalize(vec3(pos));
float f = myAttrib1f + myAttrib2f[0] + myAttrib4f[0]
+ float(myAttrib1i) + float(myAttrib2i[0]) + float(myAttrib3i[0]) + float(myAttrib4i[0])
+ float(myAttrib1b) + float(myAttrib2b[0]) + float(myAttrib3b[0]) + float(myAttrib4b[0])
+ myAttrib2m[0][0] + myAttrib3m[0][0] + myAttrib4m[0][0]
+ myUniformfv[0] + myUniformfv[1] + myUniformfv[2] + myUniformfv[3] + myUniformfv[4];
//float spec = clamp(dot(reflectVec, viewVec), 0.0, 1.0);
float spec = clamp(dot(reflectVec, viewVec), f, 1.0);
spec = spec * spec;
spec = spec * spec;
spec = spec * spec;
spec = spec * spec;
lightIntensity = diffuseContribution * dot(lightVec, tnorm) +
specularContribution * spec;
gl_Position = gtf_ModelViewProjectionMatrix * gtf_Vertex;
}
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