attribute vec3 LightPosition; attribute vec3 BrickColor, MortarColor; attribute vec2 BrickSize, BrickPct; varying vec3 BrickColor_f, MortarColor_f; varying vec2 BrickSize_f, BrickPct_f; const float SpecularContribution = 0.3; const float DiffuseContribution = 1.0 - SpecularContribution; varying float LightIntensity; varying vec2 MCposition; void main() { // conversions BrickColor_f = BrickColor; MortarColor_f = MortarColor; BrickSize_f = BrickSize; BrickPct_f = BrickPct; // vec3 ecPosition = vec3(gl_ModelViewMatrix * gl_Vertex); vec3 tnorm = normalize(gl_NormalMatrix * gl_Normal); vec3 lightVec = normalize(LightPosition - ecPosition); vec3 reflectVec = reflect(-lightVec, tnorm); vec3 viewVec = normalize(-ecPosition); float diffuse = max(dot(lightVec, tnorm), 0.0); float spec = 0.0; if (diffuse > 0.0) { spec = max(dot(reflectVec, viewVec), 0.0); spec = pow(spec, 16.0); } LightIntensity = DiffuseContribution * diffuse + SpecularContribution * spec; MCposition = gl_Vertex.xy; gl_Position = ftransform(); }