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-rw-r--r--shaders/xreal-lighting-db-omni.vert63
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diff --git a/shaders/xreal-lighting-db-omni.vert b/shaders/xreal-lighting-db-omni.vert
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-// [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]
-
-/*
-===========================================================================
-Copyright (C) 2006 Robert Beckebans <trebor_7@users.sourceforge.net>
-
-This file is part of XreaL source code.
-
-XreaL source code 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.
-
-XreaL source code 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 XreaL source code; if not, write to the Free Software
-Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
-===========================================================================
-*/
-
-attribute vec4 attr_TexCoord0;
-attribute vec3 attr_Tangent;
-attribute vec3 attr_Binormal;
-
-varying vec3 var_Vertex;
-varying vec2 var_TexDiffuse;
-varying vec2 var_TexBump;
-varying vec4 var_TexAtten;
-varying mat3 var_OS2TSMatrix;
-
-void main()
-{
- // transform vertex position into homogenous clip-space
- gl_Position = ftransform();
-
- // assign position in object space
- var_Vertex = gl_Vertex.xyz;
-
- // transform diffusemap texcoords
- var_TexDiffuse = (gl_TextureMatrix[0] * attr_TexCoord0).st;
-
- // transform bumpmap texcoords
- var_TexBump = (gl_TextureMatrix[1] * attr_TexCoord0).st;
-
- // calc light xy,z attenuation in light space
- var_TexAtten = gl_TextureMatrix[3] * gl_Vertex;
-
- // construct object-space-to-tangent-space 3x3 matrix
- var_OS2TSMatrix = mat3( attr_Tangent.x, attr_Binormal.x, gl_Normal.x,
- attr_Tangent.y, attr_Binormal.y, gl_Normal.y,
- attr_Tangent.z, attr_Binormal.z, gl_Normal.z );
-}