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32 
33 #ifndef COIN_INTERNAL
34 #error this is a private header file
35 #endif /* !COIN_INTERNAL */
36 
37 #ifndef SO_POINTLIGHT_GLSL_H
38 #define SO_POINTLIGHT_GLSL_H
39 
40 static const char POINTLIGHT_shadersource[] =
41   "\n"
42   "void PointLight(in vec3 light_position,\n"
43   "                in vec3 light_attenuation,\n"
44   "                in vec3 eye,\n"
45   "                in vec3 ecPosition3,\n"
46   "                in vec3 normal,\n"
47   "                inout vec4 ambient,\n"
48   "                inout vec4 diffuse,\n"
49   "                inout vec4 specular)\n"
50   "{\n"
51   "  float nDotVP;\n"
52   "  float nDotHV;\n"
53   "  float pf;  \n"
54   "  float att;\n"
55   "  float d;\n"
56   "  vec3 VP;\n"
57   "  vec3 halfvec;\n"
58   "\n"
59   "  VP = light_position - ecPosition3;\n"
60   "  d = length(VP);\n"
61   "\n"
62   "  VP = normalize(VP);\n"
63   "\n"
64   "  att = 1.0 / (light_attenuation.x +\n"
65   "               light_attenuation.y * d +\n"
66   "               light_attenuation.z * d * d);\n"
67   "\n"
68   "  halfvec = normalize(VP + eye);\n"
69   "  nDotVP = max(0.0, dot(normal, VP));\n"
70   "  nDotHV = max(0.0, dot(normal, halfvec));\n"
71   "\n"
72   "  float shininess = gl_FrontMaterial.shininess;\n"
73   "\n"
74   "  if (nDotVP == 0.0)\n"
75   "    pf = 0.0;\n"
76   "  else\n"
77   "    pf = pow(nDotHV, shininess);\n"
78   "\n"
79   "  ambient *= att;\n"
80   "  diffuse *= nDotVP * att;\n"
81   "  specular *= pf * att;\n"
82   "}\n"
83   "\n";
84 
85 #endif /* ! SO_POINTLIGHT_GLSL_H */
86