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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]
/*
* bumpTBN_SH_VP.glsl - transforming to tangent space and computing shadow
* mapping matrix
*
* Simple test GLSL shader
* Copyright (c) 2007 Cesare Tirabassi <norsetto@ubuntu.com>
*
* This program 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; version 3 of the License.
*
* This program 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.
*/
varying vec3 lvec, vvec;
attribute vec3 tangent, binormal;
void main()
{
gl_Position = ftransform();
gl_TexCoord[0] = gl_MultiTexCoord0;
gl_TexCoord[1] = gl_TextureMatrix[2] * gl_ModelViewMatrix * gl_Vertex;
mat3 TBN = mat3(tangent, binormal, gl_Normal);
lvec = (gl_ModelViewMatrixInverse * gl_LightSource[0].position - gl_Vertex).xyz;
lvec *= TBN;
vvec = (gl_ModelViewMatrixInverse[3] - gl_Vertex).xyz;
vvec *= TBN;
}
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