// // Vertex shader for drawing the Mandelbrot set // // Authors: Dave Baldwin, Steve Koren, Randi Rost // based on a shader by Michael Rivero // // Copyright (c) 2002-2005: 3Dlabs, Inc. // // See 3Dlabs-License.txt for license information // uniform vec3 LightPosition; uniform float SpecularContribution; uniform float DiffuseContribution; uniform float Shininess; varying float LightIntensity; varying vec3 Position; void main() { 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 spec = max(dot(reflectVec, viewVec), 0.0); spec = pow(spec, Shininess); LightIntensity = DiffuseContribution * max(dot(lightVec, tnorm), 0.0) + SpecularContribution * spec; Position = vec3(gl_MultiTexCoord0 - 0.5) * 5.0; gl_Position = ftransform(); }