--- /dev/null
+/// ============================================================================
+/*
+Copyright (C) 2004 Robert Beckebans <trebor_7@users.sourceforge.net>
+Please see the file "AUTHORS" for a list of contributors
+
+This program 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.
+
+This program 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 this program; if not, write to the Free Software
+Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
+*/
+/// ============================================================================
+
+
+struct cg_app2vertex
+{
+ float4 position : POSITION;
+ float4 tex0 : ATTR8;
+
+ float3 tangent : ATTR9;
+ float3 binormal : ATTR10;
+ float3 normal : ATTR11;
+};
+
+struct cg_vertex2fragment
+{
+ float4 hposition : POSITION;
+
+ float4 position : TEXCOORD0;
+ float4 tex_diffuse_bump : TEXCOORD1;
+ float4 tex_specular : TEXCOORD2;
+ float4 tex_atten_xy_z : TEXCOORD3;
+
+ float3 tangent : TEXCOORD4;
+ float3 binormal : TEXCOORD5;
+ float3 normal : TEXCOORD6;
+};
+
+
+
+cg_vertex2fragment main(cg_app2vertex IN)
+{
+ cg_vertex2fragment OUT;
+
+ // transform vertex position into homogenous clip-space
+ OUT.hposition = mul(glstate.matrix.mvp, IN.position);
+
+ // assign position in object space
+ OUT.position = IN.position;
+
+ // transform texcoords
+ OUT.tex_diffuse_bump.xy = mul(glstate.matrix.texture[0], IN.tex0).xy;
+
+ // transform texcoords
+ OUT.tex_diffuse_bump.zw = mul(glstate.matrix.texture[1], IN.tex0).xy;
+
+ // transform texcoords
+ OUT.tex_specular = mul(glstate.matrix.texture[2], IN.tex0);
+
+ // transform vertex position into light space
+ OUT.tex_atten_xy_z = mul(glstate.matrix.texture[3], IN.position);
+
+ // assign tangent space vectors
+ OUT.tangent = IN.tangent;
+ OUT.binormal = IN.binormal;
+ OUT.normal = IN.normal;
+
+ return OUT;
+}