stk-code_catmod/data/shaders/normalmap.vert

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GLSL
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#version 130
noperspective out vec3 tangent;
noperspective out vec3 bitangent;
noperspective out vec3 normal;
void main()
{
gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0;
normal = gl_NormalMatrix * gl_Normal;
tangent = gl_NormalMatrix * gl_MultiTexCoord1.xyz;
bitangent = gl_NormalMatrix * gl_MultiTexCoord2.xyz;
gl_Position = ftransform();
}