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#version 120
uniform mat4 mvp; // object -> world -> eye -> screen
uniform mat4 mv;  // object -> world -> eye

uniform vec4 eye; // Eye position in world space
uniform vec4 light_pos_es; // Light position in world-space.

// These two are in object space
attribute vec4 normal;
attribute vec4 tangent;

attribute vec2 uv;

// Vector from the light to the vertex transformed to surface space.
varying vec3 light_ss;

// ???
varying vec3 eye_ss;

void main(void)
{
	gl_Position = mvp * gl_Vertex;

	vec3 tangent_es = vec3(mv * tangent);
	vec3 normal_es = vec3(mv * normal);
	vec3 bitangent_es = cross(normal_es, tangent_es);
	mat3 tbn = mat3(tangent_es, bitangent_es, normal_es);

	vec3 vertex_pos_es = vec3(mv * gl_Vertex);
	vec3 light_direction_es = vec3(light_pos_es) - vertex_pos_es;

	/* Surface space vectors for lighting */
	light_ss = normalize(light_direction_es * tbn);
	eye_ss = -normalize(vertex_pos_es * tbn);
}