" */",
"attribute vec3 fg_coord;",
"attribute vec3 fg_normal;",
- "varying vec4 position; // position of the vertex (and fragment) in world space",
- "varying vec3 varyingNormalDirection; // surface normal vector in world space",
- "uniform mat4 m, p; // don't need v, as always identity in our demo",
+ "varying vec4 position; /* position of the vertex (and fragment) in world space */",
+ "varying vec3 varyingNormalDirection; /* surface normal vector in world space */",
+ "uniform mat4 m, p; /* don't need v, as always identity in our demo */",
"uniform mat3 m_3x3_inv_transp;",
" ",
"void main()",
" position = m * fg_coord4;",
" varyingNormalDirection = normalize(m_3x3_inv_transp * fg_normal);",
" ",
- " mat4 mvp = p*m; // normally p*v*m",
+ " mat4 mvp = p*m; /* normally p*v*m */",
" gl_Position = mvp * fg_coord4;",
"}"
};
" * This file is in the public domain.",
" * Contributors: Martin Kraus, Sylvain Beucler",
" */",
- "varying vec4 position; // position of the vertex (and fragment) in world space",
- "varying vec3 varyingNormalDirection; // surface normal vector in world space",
- "//uniform mat4 v_inv; // in this demo, the view matrix is always an identity matrix",
+ "varying vec4 position; /* position of the vertex (and fragment) in world space */",
+ "varying vec3 varyingNormalDirection; /* surface normal vector in world space */",
+ "/* uniform mat4 v_inv; // in this demo, the view matrix is always an identity matrix */",
" ",
"struct lightSource",
"{",
"void main()",
"{",
" vec3 normalDirection = normalize(varyingNormalDirection);",
- " //vec3 viewDirection = normalize(vec3(v_inv * vec4(0.0, 0.0, 0.0, 1.0) - position));",
- " vec3 viewDirection = normalize(vec3(vec4(0.0, 0.0, 0.0, 1.0) - position)); // in this demo, the view matrix is always an identity matrix",
+ " /* vec3 viewDirection = normalize(vec3(v_inv * vec4(0.0, 0.0, 0.0, 1.0) - position)); */",
+ " vec3 viewDirection = normalize(vec3(vec4(0.0, 0.0, 0.0, 1.0) - position)); /* in this demo, the view matrix is always an identity matrix */",
" vec3 lightDirection;",
" float attenuation;",
" ",
- " if (0.0 == light0.position.w) // directional light?",
+ " if (0.0 == light0.position.w) /* directional light? */",
" {",
- " attenuation = 1.0; // no attenuation",
+ " attenuation = 1.0; /* no attenuation */",
" lightDirection = normalize(vec3(light0.position));",
" } ",
- " else // point light or spotlight (or other kind of light) ",
+ " else /* point light or spotlight (or other kind of light) */",
" {",
" vec3 positionToLightSource = vec3(light0.position - position);",
" float distance = length(positionToLightSource);",
" + light0.linearAttenuation * distance",
" + light0.quadraticAttenuation * distance * distance);",
" ",
- " if (light0.spotCutoff <= 90.0) // spotlight?",
+ " if (light0.spotCutoff <= 90.0) /* spotlight? */",
" {",
" float clampedCosine = max(0.0, dot(-lightDirection, light0.spotDirection));",
- " if (clampedCosine < cos(radians(light0.spotCutoff))) // outside of spotlight cone?",
+ " if (clampedCosine < cos(radians(light0.spotCutoff))) /* outside of spotlight cone? */",
" {",
" attenuation = 0.0;",
" }",
" * max(0.0, dot(normalDirection, lightDirection));",
" ",
" vec3 specularReflection;",
- " if (dot(normalDirection, lightDirection) < 0.0) // light source on the wrong side?",
+ " if (dot(normalDirection, lightDirection) < 0.0) /* light source on the wrong side? */",
" {",
- " specularReflection = vec3(0.0, 0.0, 0.0); // no specular reflection",
+ " specularReflection = vec3(0.0, 0.0, 0.0); /* no specular reflection */",
" }",
- " else // light source on the right side",
+ " else /* light source on the right side */",
" {",
" specularReflection = attenuation * vec3(light0.specular) * vec3(frontMaterial.specular) ",
" * pow(max(0.0, dot(reflect(-lightDirection, normalDirection), viewDirection)), frontMaterial.shininess);",
GLuint program;
GLint attribute_fg_coord = -1, attribute_fg_normal = -1;
GLint uniform_m = -1, uniform_p = -1, uniform_m_3x3_inv_transp = -1;
-GLint shaderReady = 0; // Set to 1 when all initialization went well, to -1 when somehow unusable.
+GLint shaderReady = 0; /* Set to 1 when all initialization went well, to -1 when shader somehow unusable. */
if (useShader && shaderReady)
{
- // setup use of shader (and vertex buffer by FreeGLUT)
+ /* setup use of shader (and vertex buffer by FreeGLUT) */
gl_UseProgram (program);
glutSetVertexAttribCoord3(attribute_fg_coord);
glutSetVertexAttribNormal(attribute_fg_normal);