vmap/resources/gl/lighting_DBS_omni_vp.glsl
2020-11-17 12:16:16 +01:00

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 );
}