// SuperTuxKart - a fun racing game with go-kart // Copyright (C) 2013 the SuperTuxKart team // // 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 3 // 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. #version 130 uniform vec3 lightdir; noperspective out vec3 normal; out vec4 vertex_color; noperspective out vec3 eyeVec; noperspective out vec3 lightVec; void main() { gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex; 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); }