73f9779324
git-svn-id: svn+ssh://svn.code.sf.net/p/supertuxkart/code/main/trunk@14738 178a84e3-b1eb-0310-8ba1-8eac791a3b58
50 lines
1.7 KiB
GLSL
50 lines
1.7 KiB
GLSL
// SuperTuxKart - a fun racing game with go-kart
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// Copyright (C) 2013 the SuperTuxKart team
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//
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// This program is free software; you can redistribute it and/or
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// modify it under the terms of the GNU General Public License
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// as published by the Free Software Foundation; either version 3
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// of the License, or (at your option) any later version.
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//
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// This program is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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// GNU General Public License for more details.
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//
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// You should have received a copy of the GNU General Public License
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// along with this program; if not, write to the Free Software
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// Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
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varying vec3 normal;
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varying vec4 vertex_color;
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varying vec3 eyeVec;
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varying vec3 lightVec;
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uniform vec3 lightdir;
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void main()
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{
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gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0;
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gl_Position = ftransform();
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vertex_color = gl_Color;
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//vec3 normal3 = normalize(gl_Normal);
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//vec4 normal4 = vec4(normal3.x, normal3.y, normal3.z, 0.0)*gl_ModelViewMatrix;
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//normal = normal4.xyz;
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eyeVec = normalize(-gl_Position).xyz; // we are in Eye Coordinates, so EyePos is (0,0,0)
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normal = normalize(gl_NormalMatrix*gl_Normal);
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// Building the matrix Eye Space -> Tangent Space
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// gl_MultiTexCoord1.xyz
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vec3 t = normalize (gl_NormalMatrix * vec3(0.0, 0.0, 1.0)); // tangent
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vec3 b = cross (normal, t);
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// transform light and half angle vectors by tangent basis
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vec3 v;
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v.x = dot(lightdir, t);
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v.y = dot(lightdir, b);
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v.z = dot(lightdir, normal);
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lightVec = normalize (v);
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}
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