Modify vertex shaders to use new uniforms
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@ -42,6 +42,8 @@ uniform vec4 uOffsetPlayerPosition;
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varying vec4 vColor;
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uniform mat4 ooliteModelViewProjection;
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void main(void)
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{
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@ -55,7 +57,7 @@ void main(void)
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// Project the dust, and find its distance from the camera.
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position.w = 1.0;
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position = gl_ModelViewProjectionMatrix * position;
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position = ooliteModelViewProjection * position;
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gl_Position = position;
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float distance = length(position);
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@ -21,15 +21,18 @@
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MA 02110-1301, USA.
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S*/
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uniform mat3 ooliteNormalMatrix;
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uniform mat4 ooliteModelView;
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uniform mat4 ooliteModelViewProjection;
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varying vec3 vNormal;
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varying vec3 vEyeVector;
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void main(void)
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{
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vNormal = normalize(gl_NormalMatrix * gl_Normal);
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vEyeVector = -vec3(gl_ModelViewMatrix * gl_Vertex);
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vNormal = normalize(ooliteNormalMatrix * gl_Normal);
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vEyeVector = -vec3(ooliteModelView * gl_Vertex);
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gl_TexCoord[0] = gl_MultiTexCoord0;
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gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;
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gl_Position = ooliteModelViewProjection * gl_Vertex;
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}
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@ -26,6 +26,9 @@
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attribute vec3 tangent;
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uniform mat3 ooliteNormalMatrix;
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uniform mat4 ooliteModelView;
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uniform mat4 ooliteModelViewProjection;
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// No vNormal, because normal is always 0,0,1 in tangent space.
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varying vec3 vEyeVector;
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@ -44,13 +47,13 @@ varying vec3 vCubeTexCoords;
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void main(void)
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{
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// Build tangent basis
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vec3 n = normalize(gl_NormalMatrix * gl_Normal);
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vec3 t = normalize(gl_NormalMatrix * tangent);
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vec3 n = normalize(ooliteNormalMatrix * gl_Normal);
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vec3 t = normalize(ooliteNormalMatrix * tangent);
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vec3 b = cross(n, t);
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mat3 TBN = mat3(t, b, n);
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vec3 eyeVector = -vec3(gl_ModelViewMatrix * gl_Vertex);
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vec3 eyeVector = -vec3(ooliteModelView * gl_Vertex);
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vEyeVector = eyeVector * TBN;
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vec3 lightVector = gl_LightSource[1].position.xyz;
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@ -62,5 +65,5 @@ void main(void)
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vCubeTexCoords = gl_Vertex.xyz;
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#endif
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gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;
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gl_Position = ooliteModelViewProjection * gl_Vertex;
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}
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