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Diffstat (limited to 'shaders/xreal-lighting-db-omni.vert')
-rw-r--r-- | shaders/xreal-lighting-db-omni.vert | 63 |
1 files changed, 63 insertions, 0 deletions
diff --git a/shaders/xreal-lighting-db-omni.vert b/shaders/xreal-lighting-db-omni.vert new file mode 100644 index 0000000..d6c78da --- /dev/null +++ b/shaders/xreal-lighting-db-omni.vert @@ -0,0 +1,63 @@ +// [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 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; + + // 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 ); +} |