1 /// ============================================================================
3 Copyright (C) 2004 Robert Beckebans <trebor_7@users.sourceforge.net>
4 Please see the file "CONTRIBUTORS" for a list of contributors
6 This program is free software; you can redistribute it and/or
7 modify it under the terms of the GNU Lesser General Public License
8 as published by the Free Software Foundation; either version 2
9 of the License, or (at your option) any later version.
11 This program is distributed in the hope that it will be useful,
12 but WITHOUT ANY WARRANTY; without even the implied warranty of
13 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
15 See the GNU Lesser General Public License for more details.
17 You should have received a copy of the GNU Lesser General Public License
18 along with this program; if not, write to the Free Software
19 Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
21 /// ============================================================================
23 attribute vec4 attr_TexCoord0;
24 attribute vec3 attr_Tangent;
25 attribute vec3 attr_Binormal;
27 varying vec3 var_vertex;
28 varying vec4 var_tex_diffuse_bump;
29 varying vec2 var_tex_specular;
30 varying vec4 var_tex_atten_xy_z;
31 varying mat3 var_mat_os2ts;
35 // transform vertex position into homogenous clip-space
36 gl_Position = ftransform();
38 // assign position in object space
39 var_vertex = gl_Vertex.xyz;
41 // transform texcoords into diffusemap texture space
42 var_tex_diffuse_bump.st = (gl_TextureMatrix[0] * attr_TexCoord0).st;
44 // transform texcoords into bumpmap texture space
45 var_tex_diffuse_bump.pq = (gl_TextureMatrix[1] * attr_TexCoord0).st;
47 // transform texcoords into specularmap texture space
48 var_tex_specular = (gl_TextureMatrix[2] * attr_TexCoord0).st;
50 // calc light xy,z attenuation in light space
51 var_tex_atten_xy_z = gl_TextureMatrix[3] * gl_Vertex;
54 // construct object-space-to-tangent-space 3x3 matrix
55 var_mat_os2ts = mat3( attr_Tangent.x, attr_Binormal.x, gl_Normal.x,
56 attr_Tangent.y, attr_Binormal.y, gl_Normal.y,
57 attr_Tangent.z, attr_Binormal.z, gl_Normal.z );