39 lines
816 B
GLSL
39 lines
816 B
GLSL
//
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// Vertex shader for procedural bumps
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//
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// Authors: Randi Rost, John Kessenich
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//
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// Copyright (c) 2002-2006 3Dlabs Inc. Ltd.
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//
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// See 3Dlabs-License.txt for license information
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//
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varying vec3 LightDir;
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varying vec3 EyeDir;
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uniform vec3 LightPosition;
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attribute vec3 Tangent;
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void main()
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{
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EyeDir = vec3(gl_ModelViewMatrix * gl_Vertex);
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gl_Position = ftransform();
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gl_TexCoord[0] = gl_MultiTexCoord0;
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vec3 n = normalize(gl_NormalMatrix * gl_Normal);
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vec3 t = normalize(gl_NormalMatrix * Tangent);
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vec3 b = cross(n, t);
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vec3 v;
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v.x = dot(LightPosition, t);
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v.y = dot(LightPosition, b);
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v.z = dot(LightPosition, n);
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LightDir = normalize(v);
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v.x = dot(EyeDir, t);
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v.y = dot(EyeDir, b);
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v.z = dot(EyeDir, n);
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EyeDir = normalize(v);
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}
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