// [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] /* * GStreamer * Copyright (C) 2008 Cyril Comparon * Copyright (C) 2008 Julien Isorce * * This library is free software; you can redistribute it and/or * modify it under the terms of the GNU Library General Public * License as published by the Free Software Foundation; either * version 2 of the License, or (at your option) any later version. * * This library 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 * Library General Public License for more details. * * You should have received a copy of the GNU Library General Public * License along with this library; if not, write to the * Free Software Foundation, Inc., 59 Temple Place - Suite 330, * Boston, MA 02111-1307, USA. */ attribute vec3 aTangent; varying vec3 vNormal; varying vec3 vTangent; varying vec3 vVertexToLight0; varying vec3 vVertexToLight1; void main() { // transform the vertex gl_Position = gl_ProjectionMatrix * gl_ModelViewMatrix * gl_Vertex; // transform the normal and the tangent to scene coords vNormal = normalize(gl_NormalMatrix * gl_Normal); vTangent = normalize(gl_NormalMatrix * aTangent); // transforming the vertex position to modelview-space //const vec4 vertexInSceneCoords = gl_ModelViewMatrix * gl_Vertex; // calculate the vector from the vertex position to the light position vVertexToLight0 = normalize(gl_LightSource[0].position).xyz; vVertexToLight1 = normalize(gl_LightSource[1].position).xyz; // transit vertex color gl_FrontColor = gl_BackColor = gl_Color; // use the two first sets of texture coordinates in the fragment shader gl_TexCoord[0] = gl_MultiTexCoord0; gl_TexCoord[1] = gl_MultiTexCoord1; }