const char *neoVehicle_vert_src = "uniform vec3 u_eye;\n" "uniform vec4 u_reflProps;\n" "uniform vec4 u_specDir[5];\n" "uniform vec4 u_specColor[5];\n" "#define fresnel (u_reflProps.x)\n" "#define lightStrength (u_reflProps.y) // speclight alpha\n" "#define shininess (u_reflProps.z)\n" "#define specularity (u_reflProps.w)\n" "VSIN(ATTRIB_POS) vec3 in_pos;\n" "VSOUT vec4 v_color;\n" "VSOUT vec4 v_reflcolor;\n" "VSOUT vec2 v_tex0;\n" "VSOUT vec2 v_tex1;\n" "VSOUT float v_fog;\n" "vec3 DoDirLightSpec(vec3 Ldir, vec3 Lcol, vec3 N, vec3 V, float power)\n" "{\n" " return pow(clamp(dot(N, normalize(V + -Ldir)), 0.0, 1.0), power)*Lcol;\n" "}\n" "void\n" "main(void)\n" "{\n" " vec4 Vertex = u_world * vec4(in_pos, 1.0);\n" " gl_Position = u_proj * u_view * Vertex;\n" " vec3 Normal = mat3(u_world) * in_normal;\n" " vec3 viewVec = normalize(u_eye - Vertex.xyz);\n" " v_tex0 = in_tex0;\n" " v_color = in_color;\n" " v_color.rgb += u_ambLight.rgb*surfAmbient;\n" " v_color.rgb += DoDynamicLight(Vertex.xyz, Normal)*surfDiffuse*lightStrength;\n" " v_color = clamp(v_color, 0.0, 1.0);\n" " v_color *= u_matColor;\n" " // reflect V along Normal\n" " vec3 uv2 = Normal*dot(viewVec, Normal)*2.0 - viewVec;\n" " v_tex1 = uv2.xy*0.5 + 0.5;\n" " float b = 1.0 - clamp(dot(viewVec, Normal), 0.0, 1.0);\n" " v_reflcolor = vec4(0.0, 0.0, 0.0, 1.0);\n" " v_reflcolor.a = mix(b*b*b*b*b, 1.0f, fresnel)*shininess;\n" " for(int i = 0; i < 5; i++)\n" " v_reflcolor.rgb += DoDirLightSpec(u_specDir[i].xyz, u_specColor[i].rgb, Normal, viewVec, u_specDir[i].w)*specularity*lightStrength;\n" " v_fog = DoFog(gl_Position.w);\n" "}\n" ;