#version 110 #define INTENSITY_CORRECTION 0.6 const vec3 LIGHT_TOP_DIR = vec3(-0.4574957, 0.4574957, 0.7624929); #define LIGHT_TOP_DIFFUSE (0.8 * INTENSITY_CORRECTION) #define LIGHT_TOP_SPECULAR (0.125 * INTENSITY_CORRECTION) #define LIGHT_TOP_SHININESS 20.0 const vec3 LIGHT_FRONT_DIR = vec3(0.6985074, 0.1397015, 0.6985074); #define LIGHT_FRONT_DIFFUSE (0.3 * INTENSITY_CORRECTION) //#define LIGHT_FRONT_SPECULAR (0.0 * INTENSITY_CORRECTION) //#define LIGHT_FRONT_SHININESS 5.0 #define INTENSITY_AMBIENT 0.3 uniform mat4 volume_world_matrix; // x = tainted, y = specular; varying vec2 intensity; varying float object_z; void main() { // First transform the normal into camera space and normalize the result. vec3 normal = normalize(gl_NormalMatrix * gl_Normal); // Compute the cos of the angle between the normal and lights direction. The light is directional so the direction is constant for every vertex. // Since these two are normalized the cosine is the dot product. We also need to clamp the result to the [0,1] range. float NdotL = max(dot(normal, LIGHT_TOP_DIR), 0.0); intensity.x = INTENSITY_AMBIENT + NdotL * LIGHT_TOP_DIFFUSE; intensity.y = 0.0; if (NdotL > 0.0) intensity.y += LIGHT_TOP_SPECULAR * pow(max(dot(normal, reflect(-LIGHT_TOP_DIR, normal)), 0.0), LIGHT_TOP_SHININESS); // Perform the same lighting calculation for the 2nd light source (no specular) NdotL = max(dot(normal, LIGHT_FRONT_DIR), 0.0); intensity.x += NdotL * LIGHT_FRONT_DIFFUSE; // Scaled to widths of the Z texture. object_z = (volume_world_matrix * gl_Vertex).z; gl_Position = ftransform(); }