ADSGouraud.vp

#version 130

in vec4 vVertex;
in vec3 vNormal;

uniform vec4    ambientColor;
uniform vec4    diffuseColor;	
uniform vec4    specularColor;

uniform vec3	vLightPosition;
uniform mat4	mvpMatrix;
uniform mat4	mvMatrix;
uniform mat3	normalMatrix;

// Color to fragment program
smooth out vec4 vVaryingColor;

void main(void) 
{ 
	vec3 vEyeNormal = normalMatrix * vNormal;

	vec4 vPosition4 = mvMatrix * vVertex;
	vec3 vPosition3 = vPosition4.xyz / vPosition4.w;
	vec3 vLightDir = normalize(vLightPosition - vPosition3);
	float diff = max(0.0, dot(vEyeNormal, vLightDir));
	vVaryingColor = diff * diffuseColor;
	vVaryingColor += ambientColor;
	vec3 vReflection = normalize(reflect(-vLightDir, vEyeNormal));

	float spec = max(0.0, dot(vEyeNormal, vReflection));
	if(diff != 0)
	{
        	float fSpec = pow(spec, 128.0);
        	vVaryingColor.rgb += vec3(fSpec, fSpec, fSpec);
	}

	gl_Position = mvpMatrix * vVertex;
}
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