| [390] | 1 | attribute vec3 tangent; | 
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 | 2 |  | 
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 | 3 | uniform vec4 lightPosition; // object space  | 
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 | 4 | uniform vec4 lightPosition1; // object space  | 
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 | 5 | uniform vec4 eyePosition;   // object space  | 
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 | 6 | uniform vec4 spotDirection; // object space | 
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 | 7 | uniform vec4 spotDirection1; // object space | 
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 | 8 | uniform mat4 worldViewProj; // not actually used but here for compat with HLSL | 
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 | 9 | uniform mat4 worldMatrix; | 
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 | 10 | uniform mat4 texViewProj1; | 
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 | 11 | uniform mat4 texViewProj2; | 
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 | 12 |  | 
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 | 13 |  | 
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 | 14 | varying vec3 tangentEyeDir; | 
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 | 15 | varying vec3 tangentLightDir[2]; | 
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 | 16 | varying vec3 tangentSpotDir[2]; | 
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 | 17 | varying vec4 shadowUV[2]; | 
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 | 18 |  | 
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 | 19 | void main() | 
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 | 20 | { | 
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 | 21 |         gl_Position = ftransform(); | 
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 | 22 |  | 
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 | 23 |         vec4 worldPos = worldMatrix * gl_Vertex; | 
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 | 24 |  | 
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 | 25 |         shadowUV[0] = texViewProj1 * worldPos; | 
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 | 26 |         shadowUV[1] = texViewProj2 * worldPos; | 
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 | 27 |  | 
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 | 28 |         // pass the main uvs straight through unchanged  | 
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 | 29 |         gl_TexCoord[0] = gl_MultiTexCoord0; | 
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 | 30 |  | 
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 | 31 |         // calculate tangent space light vector  | 
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 | 32 |         // Get object space light direction  | 
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 | 33 |     vec3 lightDir = normalize(lightPosition.xyz -  (gl_Vertex.xyz * lightPosition.w)); | 
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 | 34 |         vec3 lightDir1 = normalize(lightPosition1.xyz -  (gl_Vertex.xyz * lightPosition1.w)); | 
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 | 35 |          | 
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 | 36 |         vec3 eyeDir = (eyePosition - gl_Vertex).xyz;  | 
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 | 37 |  | 
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 | 38 |         // Calculate the binormal (NB we assume both normal and tangent are  | 
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 | 39 |         // already normalised)  | 
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 | 40 |         vec3 binormal = cross(gl_Normal, tangent);  | 
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 | 41 |  | 
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 | 42 |         // Form a rotation matrix out of the vectors  | 
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 | 43 |         mat3 rotation = mat3(tangent, binormal, gl_Normal);  | 
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 | 44 |      | 
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 | 45 |         // Transform the light vector according to this matrix  | 
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 | 46 |         tangentLightDir[0] = normalize(rotation * lightDir);  | 
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 | 47 |         tangentLightDir[1] = normalize(rotation * lightDir1);  | 
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 | 48 |         // Invert the Y on the eye dir since we'll be using this to alter UVs and | 
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 | 49 |         // GL has Y inverted | 
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 | 50 |         tangentEyeDir = normalize(rotation * eyeDir) * vec3(1, -1, 1);  | 
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 | 51 |  | 
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 | 52 |         tangentSpotDir[0] = normalize(rotation * -spotDirection.xyz); | 
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 | 53 |         tangentSpotDir[1] = normalize(rotation * -spotDirection1.xyz);   | 
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 | 54 | } | 
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