+++ /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;
-}