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+/*
+===========================================================================
+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 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 );
+}