/// ============================================================================ /* Copyright (C) 2004 Robert Beckebans Please see the file "CONTRIBUTORS" for a list of contributors This program is free software; you can redistribute it and/or modify it under the terms of the GNU Lesser 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 Lesser General Public License for more details. You should have received a copy of the GNU Lesser 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. */ /// ============================================================================ attribute vec4 attr_TexCoord0; attribute vec3 attr_Tangent; attribute vec3 attr_Binormal; varying vec3 var_vertex; varying vec4 var_tex_diffuse_bump; varying vec2 var_tex_specular; varying vec4 var_tex_atten_xy_z; varying mat3 var_mat_os2ts; void main() { // transform vertex position into homogenous clip-space gl_Position = ftransform(); // assign position in object space var_vertex = gl_Vertex.xyz; // transform texcoords into diffusemap texture space var_tex_diffuse_bump.st = (gl_TextureMatrix[0] * attr_TexCoord0).st; // transform texcoords into bumpmap texture space var_tex_diffuse_bump.pq = (gl_TextureMatrix[1] * attr_TexCoord0).st; // transform texcoords into specularmap texture space var_tex_specular = (gl_TextureMatrix[2] * attr_TexCoord0).st; // calc light xy,z attenuation in light space var_tex_atten_xy_z = gl_TextureMatrix[3] * gl_Vertex; // construct object-space-to-tangent-space 3x3 matrix var_mat_os2ts = 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 ); }