/* oolite-tangent-space-vertex.vertex Basic vertex shader for Oolite ships using tangent-space effects. © 2008 Jens Ayton This program is free software; you can redistribute it and/or modify it under the terms of the GNU 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 General Public License for more details. You should have received a copy of the GNU General Public License along with this program; if not, write to the Free Software Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. This file may also be distributed under the MIT/X11 license: Copyright © 2008 Jens Ayton Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated documentation files (the "Software"), to deal in the Software without restriction, including without limitation the rights to use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of the Software, and to permit persons to whom the Software is furnished to do so, subject to the following conditions: The above copyright notice and this permission notice shall be included in all copies or substantial portions of the Software. THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ attribute vec3 tangent; #ifndef OO_LIGHT_0_FIX #define OO_LIGHT_0_FIX 0 #endif // No vNormal, because normal is always 0,0,1 in tangent space. varying vec3 vEyeVector; varying vec2 vTexCoord; #if OO_LIGHT_0_FIX varying vec3 vLight0Vector; #endif varying vec3 vLight1Vector; #ifndef OOSTD_DIFFUSE_MAP_IS_CUBE_MAP #define OOSTD_DIFFUSE_MAP_IS_CUBE_MAP 0 #endif #if OOSTD_DIFFUSE_MAP_IS_CUBE_MAP varying vec3 vRawNormal; #endif void main(void) { // Build tangent basis vec3 n = normalize(gl_NormalMatrix * gl_Normal); vec3 t = normalize(gl_NormalMatrix * tangent); vec3 b = cross(n, t); mat3 TBN = mat3(t, b, n); vec3 eyeVector = -vec3(gl_ModelViewMatrix * gl_Vertex); vEyeVector = eyeVector * TBN; #if OO_LIGHT_0_FIX vec3 light0Vector = gl_LightSource[0].position.xyz + eyeVector; vLight0Vector = light0Vector * TBN; #endif vec3 light1Vector = gl_LightSource[1].position.xyz + eyeVector; vLight1Vector = light1Vector * TBN; vTexCoord = gl_MultiTexCoord0.st; #if OOSTD_DIFFUSE_MAP_IS_CUBE_MAP vRawNormal = gl_Normal; #endif gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex; }