ab24d9efd3
git-svn-id: http://svn.berlios.de/svnroot/repos/oolite-linux/trunk@1885 127b21dd-08f5-0310-b4b7-95ae10353056
55 lines
1.6 KiB
Plaintext
55 lines
1.6 KiB
Plaintext
/*
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oolite-tangent-space-vertex.vertex
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Basic vertex shader for Oolite ships using tangent-space effects.
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© 2008 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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attribute vec3 tangent;
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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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varying vec2 vTexCoord;
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varying vec3 vLight0Vector;
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varying vec3 vLight1Vector;
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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 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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vEyeVector = eyeVector * TBN;
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vec3 light0Vector = gl_LightSource[0].position.xyz + eyeVector;
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vLight0Vector = light0Vector * TBN;
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vec3 light1Vector = gl_LightSource[1].position.xyz + eyeVector;
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vLight1Vector = light1Vector * TBN;
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vTexCoord = gl_MultiTexCoord0.st;
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gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;
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}
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