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Diffstat (limited to 'shaders/norsetto-bumptbn_sh_fp.vert')
-rw-r--r-- | shaders/norsetto-bumptbn_sh_fp.vert | 45 |
1 files changed, 0 insertions, 45 deletions
diff --git a/shaders/norsetto-bumptbn_sh_fp.vert b/shaders/norsetto-bumptbn_sh_fp.vert deleted file mode 100644 index bf93986..0000000 --- a/shaders/norsetto-bumptbn_sh_fp.vert +++ /dev/null @@ -1,45 +0,0 @@ -// [config] -// expect_result: pass -// glsl_version: 1.10 -// -// # NOTE: Config section was auto-generated from file -// # NOTE: 'glslparser.tests' at git revision -// # NOTE: 6cc17ae70b70d150aa1751f8e28db7b2a9bd50f0 -// [end config] - -/* - * bumpTBN_SH_VP.glsl - transforming to tangent space and computing shadow - * mapping matrix - * - * Simple test GLSL shader - * Copyright (c) 2007 Cesare Tirabassi <norsetto@ubuntu.com> - * - * 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; version 3 of the License. - * - * 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. - */ - -varying vec3 lvec, vvec; -attribute vec3 tangent, binormal; - -void main() -{ - gl_Position = ftransform(); - - gl_TexCoord[0] = gl_MultiTexCoord0; - - gl_TexCoord[1] = gl_TextureMatrix[2] * gl_ModelViewMatrix * gl_Vertex; - - mat3 TBN = mat3(tangent, binormal, gl_Normal); - - lvec = (gl_ModelViewMatrixInverse * gl_LightSource[0].position - gl_Vertex).xyz; - lvec *= TBN; - - vvec = (gl_ModelViewMatrixInverse[3] - gl_Vertex).xyz; - vvec *= TBN; -} |