| 1 | #version 150 |
|---|
| 2 | |
|---|
| 3 | // General functions |
|---|
| 4 | // parameters |
|---|
| 5 | uniform vec4 lightPosition; // object space |
|---|
| 6 | uniform vec3 eyePosition; // object space |
|---|
| 7 | uniform mat4 worldViewProj; |
|---|
| 8 | |
|---|
| 9 | in vec4 vertex; |
|---|
| 10 | in vec3 normal; |
|---|
| 11 | in vec3 tangent; |
|---|
| 12 | in vec4 uv0; |
|---|
| 13 | |
|---|
| 14 | out vec4 oUv0; |
|---|
| 15 | out vec3 oTSLightDir; |
|---|
| 16 | out vec3 oTSHalfAngle; |
|---|
| 17 | |
|---|
| 18 | /* Vertex program which includes specular component */ |
|---|
| 19 | void main() |
|---|
| 20 | { |
|---|
| 21 | // calculate output position |
|---|
| 22 | gl_Position = worldViewProj * vertex; |
|---|
| 23 | |
|---|
| 24 | // pass the main uvs straight through unchanged |
|---|
| 25 | oUv0 = uv0; |
|---|
| 26 | |
|---|
| 27 | // calculate tangent space light vector |
|---|
| 28 | // Get object space light direction |
|---|
| 29 | vec3 lightDir = normalize(lightPosition.xyz - (vertex * lightPosition.w).xyz); |
|---|
| 30 | |
|---|
| 31 | // Calculate the binormal (NB we assume both normal and tangent are |
|---|
| 32 | // already normalised) |
|---|
| 33 | vec3 binormal = cross(normal, tangent); |
|---|
| 34 | |
|---|
| 35 | // Form a rotation matrix out of the vectors |
|---|
| 36 | mat3 rotation = mat3(vec3(tangent[0], binormal[0], normal[0]), |
|---|
| 37 | vec3(tangent[1], binormal[1], normal[1]), |
|---|
| 38 | vec3(tangent[2], binormal[2], normal[2])); |
|---|
| 39 | |
|---|
| 40 | // Transform the light vector according to this matrix |
|---|
| 41 | oTSLightDir = rotation * lightDir; |
|---|
| 42 | |
|---|
| 43 | // Calculate half-angle in tangent space |
|---|
| 44 | vec3 eyeDir = normalize(eyePosition - vertex.xyz); |
|---|
| 45 | vec3 halfAngle = normalize(eyeDir + lightDir); |
|---|
| 46 | oTSHalfAngle = rotation * halfAngle; |
|---|
| 47 | } |
|---|