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Diffstat (limited to 'shaders/xreal-lighting-db-omni.vert')
-rw-r--r-- | shaders/xreal-lighting-db-omni.vert | 63 |
1 files changed, 0 insertions, 63 deletions
diff --git a/shaders/xreal-lighting-db-omni.vert b/shaders/xreal-lighting-db-omni.vert deleted file mode 100644 index d6c78da..0000000 --- a/shaders/xreal-lighting-db-omni.vert +++ /dev/null @@ -1,63 +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] - -/* -=========================================================================== -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 ); -} |