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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 vec2 var_TexSpecular;
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;
// transform specularmap texture coords
var_TexSpecular = (gl_TextureMatrix[2] * 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 );
}
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