5ae58258df
git-svn-id: svn+ssh://svn.code.sf.net/p/supertuxkart/code/main/trunk@10860 178a84e3-b1eb-0310-8ba1-8eac791a3b58
32 lines
912 B
GLSL
32 lines
912 B
GLSL
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);
|
|
}
|