// // Vertex shader for environment mapping with an // equirectangular 2D texture // // Authors: John Kessenich, Randi Rost // // Copyright (c) 2002-2004 3Dlabs Inc. Ltd. // // See 3Dlabs-License.txt for license information // varying vec3 Normal; varying vec3 EyeDir; varying float LightIntensity; uniform vec3 LightPos; void main(void) { gl_Position = ftransform(); Normal = normalize(gl_NormalMatrix * gl_Normal); vec4 pos = gl_ModelViewMatrix * gl_Vertex; EyeDir = pos.xyz; LightIntensity = max(dot(normalize(LightPos - EyeDir), Normal), 0.0); }