tenebrae2/cg/tangentlight.cg

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/**
* Basic tenebrae vertex program.
* This compiles under the arbvp and vp20 vertex program profiles.
* compile with "-profile vp20 -posinv"
*/
struct appdata {
float4 position : POSITION;
float4 texcoord : TEXCOORD0; //texture coords of color/bump map
float4 normal : NORMAL; //tangent space basis vectors
float4 tangent : TEXCOORD1;
float4 binormal : TEXCOORD2;
};
struct v2f {
float4 HPOS : POSITION;
float4 TEX0 : TEXCOORD0; //color map texture coordinates
float4 TEX1 : TEXCOORD1; //tangent space light vector unnormalized
float4 TEX2 : TEXCOORD2; //bump map texture coordinates
float4 TEX3 : TEXCOORD3; //world space vertex position (for attenuation)
};
v2f main(appdata I,uniform float4x4 objviewproj : _GL_MVP, uniform float4x4 texture_matrix : c0)
{
v2f O;
// transform vertices into projection space using the pre-multiplied matrix
O.HPOS = mul(objviewproj, I.position);
//copy stuff to output
O.TEX0 = I.texcoord;
O.TEX2 = I.texcoord;
//transform into tangent space
O.TEX1.x = dot(I.position,I.tangent);
O.TEX1.y = dot(I.position,I.binormal);
O.TEX1.z = dot(I.position,I.normal);
//transform with texture matrix
O.TEX3 = mul(texture_matrix, I.position);
return O;
} // main