70 lines
2.1 KiB
Plaintext
70 lines
2.1 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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© 2008-2013 Jens Ayton
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Permission is hereby granted, free of charge, to any person obtaining a copy
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of this software and associated documentation files (the "Software"), to deal
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in the Software without restriction, including without limitation the rights
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to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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copies of the Software, and to permit persons to whom the Software is
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furnished to do so, subject to the following conditions:
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The above copyright notice and this permission notice shall be included in all
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copies or substantial portions of the Software.
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THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
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SOFTWARE.
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*/
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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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varying vec2 vTexCoord;
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varying vec3 vLight1Vector;
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#ifndef OOSTD_DIFFUSE_MAP_IS_CUBE_MAP
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#define OOSTD_DIFFUSE_MAP_IS_CUBE_MAP 0
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#endif
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#if OOSTD_DIFFUSE_MAP_IS_CUBE_MAP
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varying vec3 vCubeTexCoords;
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#endif
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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(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(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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vLight1Vector = lightVector * TBN;
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vTexCoord = gl_MultiTexCoord0.st;
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#if OOSTD_DIFFUSE_MAP_IS_CUBE_MAP
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vCubeTexCoords = gl_Vertex.xyz;
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#endif
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gl_Position = ooliteModelViewProjection * gl_Vertex;
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}
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