stk-code_catmod/data/shaders/spheremap.vert

32 lines
893 B
GLSL
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varying vec3 normal;
varying vec4 vertex_color;
varying vec3 eyeVec;
varying vec3 lightVec;
uniform vec3 lightdir;
void main()
{
gl_TexCoord[0] = gl_MultiTexCoord0;
gl_Position = ftransform();
vertex_color = gl_Color;
//vec3 normal3 = normalize(gl_Normal);
//vec4 normal4 = vec4(normal3.x, normal3.y, normal3.z, 0.0)*gl_ModelViewMatrix;
//normal = normal4.xyz;
eyeVec = normalize(-gl_Position).xyz; // we are in Eye Coordinates, so EyePos is (0,0,0)
normal = normalize(gl_NormalMatrix*gl_Normal);
// Building the matrix Eye Space -> Tangent Space
// gl_MultiTexCoord1.xyz
vec3 t = normalize (gl_NormalMatrix * vec3(0.0, 0.0, 1.0)); // tangent
vec3 b = cross (normal, t);
// transform light and half angle vectors by tangent basis
vec3 v;
v.x = dot(lightdir, t);
v.y = dot(lightdir, b);
v.z = dot(lightdir, normal);
lightVec = normalize (v);
}