58 lines
2.1 KiB
GLSL
58 lines
2.1 KiB
GLSL
/// ============================================================================
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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 "CONTRIBUTORS" 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 Lesser 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 Lesser General Public License for more details.
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You should have received a copy of the GNU Lesser 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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attribute vec4 attr_TexCoord0;
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attribute vec3 attr_Tangent;
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attribute vec3 attr_Binormal;
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varying vec3 var_vertex;
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varying vec4 var_tex_diffuse_bump;
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varying vec2 var_tex_specular;
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varying vec4 var_tex_atten_xy_z;
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varying mat3 var_mat_os2ts;
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void main()
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{
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// transform vertex position into homogenous clip-space
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gl_Position = ftransform();
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// assign position in object space
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var_vertex = gl_Vertex.xyz;
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// transform texcoords into diffusemap texture space
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var_tex_diffuse_bump.st = (gl_TextureMatrix[0] * attr_TexCoord0).st;
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// transform texcoords into bumpmap texture space
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var_tex_diffuse_bump.pq = (gl_TextureMatrix[1] * attr_TexCoord0).st;
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// transform texcoords into specularmap texture space
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var_tex_specular = (gl_TextureMatrix[2] * attr_TexCoord0).st;
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// calc light xy,z attenuation in light space
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var_tex_atten_xy_z = gl_TextureMatrix[3] * gl_Vertex;
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// construct object-space-to-tangent-space 3x3 matrix
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var_mat_os2ts = mat3( attr_Tangent.x, attr_Binormal.x, gl_Normal.x,
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attr_Tangent.y, attr_Binormal.y, gl_Normal.y,
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attr_Tangent.z, attr_Binormal.z, gl_Normal.z );
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}
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