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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]
/*
* GStreamer
* Copyright (C) 2008 Cyril Comparon <cyril.comparon@gmail.com>
* Copyright (C) 2008 Julien Isorce <julien.isorce@gmail.com>
*
* This library is free software; you can redistribute it and/or
* modify it under the terms of the GNU Library General Public
* License as published by the Free Software Foundation; either
* version 2 of the License, or (at your option) any later version.
*
* This library 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
* Library General Public License for more details.
*
* You should have received a copy of the GNU Library General Public
* License along with this library; if not, write to the
* Free Software Foundation, Inc., 59 Temple Place - Suite 330,
* Boston, MA 02111-1307, USA.
*/
attribute vec3 aTangent;
varying vec3 vNormal;
varying vec3 vTangent;
varying vec3 vVertexToLight0;
varying vec3 vVertexToLight1;
void main()
{
// transform the vertex
gl_Position = gl_ProjectionMatrix * gl_ModelViewMatrix * gl_Vertex;
// transform the normal and the tangent to scene coords
vNormal = normalize(gl_NormalMatrix * gl_Normal);
vTangent = normalize(gl_NormalMatrix * aTangent);
// transforming the vertex position to modelview-space
//const vec4 vertexInSceneCoords = gl_ModelViewMatrix * gl_Vertex;
// calculate the vector from the vertex position to the light position
vVertexToLight0 = normalize(gl_LightSource[0].position).xyz;
vVertexToLight1 = normalize(gl_LightSource[1].position).xyz;
// transit vertex color
gl_FrontColor = gl_BackColor = gl_Color;
// use the two first sets of texture coordinates in the fragment shader
gl_TexCoord[0] = gl_MultiTexCoord0;
gl_TexCoord[1] = gl_MultiTexCoord1;
}
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