48 lines
1.4 KiB
Plaintext
48 lines
1.4 KiB
Plaintext
/*
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oolite-default-planet.vertex
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Default vertex shader for Oolite's NEW_PLANETS
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© 2009–2013 Jens Ayton
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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. See the
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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., 51 Franklin Street, Fifth Floor, Boston,
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MA 02110-1301, USA.
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*/
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varying vec3 vNormal;
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varying vec3 vEyeVector;
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varying vec2 vTexCoords;
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varying vec3 vLight1Vector;
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varying vec3 vCoords;
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varying mat3 vTBN;
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void main(void)
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{
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vCoords = gl_Vertex.xyz;
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vNormal = normalize(gl_NormalMatrix * gl_Normal);
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vec3 binormal = cross(vNormal, gl_NormalMatrix * vec3(0, 1, 0));
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vec3 tangent = -cross(vNormal, binormal);
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vTBN = mat3(tangent, binormal, vNormal);
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vEyeVector = -vec3(gl_ModelViewMatrix * gl_Vertex);
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vLight1Vector = gl_LightSource[1].position.xyz + vEyeVector;
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vTexCoords = gl_MultiTexCoord0.st;
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gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;
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} |