// By http://content.gpwiki.org/index.php/OpenGL:Tutorials:GLSL_Bump_Mapping // Released under GNU FDL license, without invariant (so DFSG-compliant, see // http://wiki.debian.org/DFSGLicenses#Exception) varying vec4 passcolor; //The vertex color passed varying vec3 LightDir; //The transformed light direction, to pass to the fragment shader attribute vec3 tangent; //The inverse tangent to the geometry attribute vec3 binormal; //The inverse binormal to the geometry uniform vec3 lightdir; //The direction the light is shining void main() { //Put the color in a varying variable passcolor = gl_Color; //Put the vertex in the position passed gl_Position = ftransform(); //Construct a 3x3 matrix from the geometry’s inverse tangent, binormal, and normal mat3 rotmat = mat3(tangent,binormal,gl_Normal); //Rotate the light into tangent space LightDir = rotmat * normalize(lightdir); //Normalize the light normalize(LightDir); //Use the first set of texture coordinates in the fragment shader gl_TexCoord[0] = gl_MultiTexCoord0; }