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https://github.com/UberGames/GtkRadiant.git
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12b372f89c
git-svn-id: svn://svn.icculus.org/gtkradiant/GtkRadiant@1 8a3a26a2-13c4-0310-b231-cf6edde360e5
78 lines
2.2 KiB
Text
78 lines
2.2 KiB
Text
/// ============================================================================
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/*
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Copyright (C) 2004 Robert Beckebans <trebor_7@users.sourceforge.net>
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Please see the file "AUTHORS" for a list of contributors
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This program is free software; you can redistribute it and/or
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modify it under the terms of the GNU General Public License
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as published by the Free Software Foundation; either version 2
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of the License, or (at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
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See the GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program; if not, write to the Free Software
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Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
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*/
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/// ============================================================================
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struct cg_app2vertex
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{
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float4 position : POSITION;
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float4 tex0 : ATTR8;
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float3 tangent : ATTR9;
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float3 binormal : ATTR10;
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float3 normal : ATTR11;
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};
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struct cg_vertex2fragment
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{
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float4 hposition : POSITION;
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float4 position : TEXCOORD0;
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float4 tex_diffuse_bump : TEXCOORD1;
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float4 tex_specular : TEXCOORD2;
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float4 tex_atten_xy_z : TEXCOORD3;
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float3 tangent : TEXCOORD4;
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float3 binormal : TEXCOORD5;
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float3 normal : TEXCOORD6;
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};
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cg_vertex2fragment main(cg_app2vertex IN)
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{
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cg_vertex2fragment OUT;
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// transform vertex position into homogenous clip-space
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OUT.hposition = mul(glstate.matrix.mvp, IN.position);
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// assign position in object space
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OUT.position = IN.position;
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// transform texcoords
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OUT.tex_diffuse_bump.xy = mul(glstate.matrix.texture[0], IN.tex0).xy;
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// transform texcoords
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OUT.tex_diffuse_bump.zw = mul(glstate.matrix.texture[1], IN.tex0).xy;
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// transform texcoords
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OUT.tex_specular = mul(glstate.matrix.texture[2], IN.tex0);
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// transform vertex position into light space
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OUT.tex_atten_xy_z = mul(glstate.matrix.texture[3], IN.position);
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// assign tangent space vectors
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OUT.tangent = IN.tangent;
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OUT.binormal = IN.binormal;
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OUT.normal = IN.normal;
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return OUT;
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}
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