/*

File: Podium.vertex

Abstract: Podium Shader

Author: James A. McCombe

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*/

uniform vec3 LightPosition;

const float SpecularContribution = 0.3;
const float DiffuseContribution  = 1.0 - SpecularContribution;

varying float LightIntensity;
varying float Alpha;

void main() 
{
	vec3 ecPosition = vec3(gl_ModelViewMatrix * gl_Vertex);
	vec3 tnorm      = normalize(gl_NormalMatrix * gl_Normal);
	vec3 lightVec   = normalize(LightPosition - ecPosition);
	vec3 reflectVec = reflect(-lightVec, tnorm);	
	vec3 viewVec    = normalize(-ecPosition);
	float diffuse   = max(dot(lightVec, tnorm), 0.0);
	float spec      = 0.0;

	//if (diffuse > 0.0) {
		spec = dot(reflectVec, viewVec);
		spec = pow(max(spec,0.0000001), 16.0);
	//}

	LightIntensity = DiffuseContribution * diffuse + 
				   SpecularContribution * spec;
	Alpha = gl_Color.a;

	gl_Position = ftransform();
	gl_TexCoord[0] = gl_MultiTexCoord0 * 3.0;
}