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uniform mat4 mvp; // eye -> screen
uniform mat4 mv; // world -> eye
uniform mat4 m; // object -> world
// These three are in object space
attribute vec4 normal;
attribute vec4 tangent;
attribute vec4 eye; // Eye position in object space
attribute vec2 uv;
varying vec3 normal_ws;
varying vec3 eye_direction_ws;
// Vector from the light to the vertex transformed to surface space.
varying vec3 light_ss;
// ???
varying vec3 eye_ss;
varying vec2 uv_coord = uv;
/* Position of the light in eye-space.
*/
const vec3 light_pos_es = vec3(0.0, 3.0, 0.0);
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 = 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);
/* World space vectors for environment mapping
* FIXME: eye should already be in world space, so I'm not sure why
* I have to do m * eye here. But it looks wrong otherwise.
*/
vec3 vertex_pos_ws = vec3(m * gl_Vertex);
vec3 eye_pos_ws = vec3(m * eye);
normal_ws = vec3(m * normal);
eye_direction_ws = eye_pos_ws - vertex_pos_ws;
}
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