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