mirror of
https://github.com/UberGames/GtkRadiant.git
synced 2024-12-03 09:02:06 +00:00
12b372f89c
git-svn-id: svn://svn.icculus.org/gtkradiant/GtkRadiant@1 8a3a26a2-13c4-0310-b231-cf6edde360e5
58 lines
2.1 KiB
GLSL
58 lines
2.1 KiB
GLSL
/// ============================================================================
|
|
/*
|
|
Copyright (C) 2004 Robert Beckebans <trebor_7@users.sourceforge.net>
|
|
Please see the file "CONTRIBUTORS" for a list of contributors
|
|
|
|
This program is free software; you can redistribute it and/or
|
|
modify it under the terms of the GNU Lesser General Public License
|
|
as published by the Free Software Foundation; either version 2
|
|
of the License, or (at your option) any later version.
|
|
|
|
This program is distributed in the hope that it will be useful,
|
|
but WITHOUT ANY WARRANTY; without even the implied warranty of
|
|
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
|
|
|
|
See the GNU Lesser General Public License for more details.
|
|
|
|
You should have received a copy of the GNU Lesser General Public License
|
|
along with this program; if not, write to the Free Software
|
|
Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
|
|
*/
|
|
/// ============================================================================
|
|
|
|
attribute vec4 attr_TexCoord0;
|
|
attribute vec3 attr_Tangent;
|
|
attribute vec3 attr_Binormal;
|
|
|
|
varying vec3 var_vertex;
|
|
varying vec4 var_tex_diffuse_bump;
|
|
varying vec2 var_tex_specular;
|
|
varying vec4 var_tex_atten_xy_z;
|
|
varying mat3 var_mat_os2ts;
|
|
|
|
void main()
|
|
{
|
|
// transform vertex position into homogenous clip-space
|
|
gl_Position = ftransform();
|
|
|
|
// assign position in object space
|
|
var_vertex = gl_Vertex.xyz;
|
|
|
|
// transform texcoords into diffusemap texture space
|
|
var_tex_diffuse_bump.st = (gl_TextureMatrix[0] * attr_TexCoord0).st;
|
|
|
|
// transform texcoords into bumpmap texture space
|
|
var_tex_diffuse_bump.pq = (gl_TextureMatrix[1] * attr_TexCoord0).st;
|
|
|
|
// transform texcoords into specularmap texture space
|
|
var_tex_specular = (gl_TextureMatrix[2] * attr_TexCoord0).st;
|
|
|
|
// calc light xy,z attenuation in light space
|
|
var_tex_atten_xy_z = gl_TextureMatrix[3] * gl_Vertex;
|
|
|
|
|
|
// construct object-space-to-tangent-space 3x3 matrix
|
|
var_mat_os2ts = mat3( attr_Tangent.x, attr_Binormal.x, gl_Normal.x,
|
|
attr_Tangent.y, attr_Binormal.y, gl_Normal.y,
|
|
attr_Tangent.z, attr_Binormal.z, gl_Normal.z );
|
|
}
|