// [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 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 vec2 var_TexSpecular; 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; // transform specularmap texture coords var_TexSpecular = (gl_TextureMatrix[2] * 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 ); }