| Rev | Line |   | 
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| [12083] | 1 | #version 150 | 
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 | 2 |  | 
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 | 3 | uniform vec4 lightPosition; // object space  | 
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 | 4 | uniform vec3 eyePosition;   // object space  | 
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 | 5 | uniform mat4 worldViewProj; // not actually used but here for compat with HLSL | 
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 | 6 |  | 
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 | 7 | out vec3 oEyeDir; | 
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 | 8 | out vec3 oLightDir; | 
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 | 9 | out vec3 oHalfAngle; | 
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 | 10 | out vec4 oUv0; | 
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 | 11 |  | 
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 | 12 | in vec3 normal; | 
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 | 13 | in vec3 tangent; | 
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 | 14 | in vec4 uv0; | 
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 | 15 | in vec4 position; | 
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 | 16 |  | 
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 | 17 | /* Vertex program that moves light and eye vectors into texture tangent space at vertex */  | 
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 | 18 |  | 
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 | 19 | void main() | 
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 | 20 | { | 
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 | 21 |     // Calculate output position  | 
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 | 22 |         gl_Position = worldViewProj * position; | 
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 | 23 |  | 
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 | 24 |     // Pass the main uvs straight through unchanged  | 
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 | 25 |     oUv0 = uv0; | 
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 | 26 |  | 
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 | 27 |     vec3 lightDir = lightPosition.xyz - (position.xyz * lightPosition.w); | 
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 | 28 |  | 
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 | 29 |         vec3 eyeDir = eyePosition - position.xyz;  | 
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 | 30 |      | 
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 | 31 |         // Calculate the binormal (NB we assume both normal and tangent are | 
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 | 32 |         // already normalised) | 
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 | 33 |         // NB looks like nvidia cross params are BACKWARDS to what you'd expect | 
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 | 34 |         // this equates to NxT, not TxN | 
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 | 35 |         vec3 localbinormal = cross(tangent, normal); | 
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 | 36 |  | 
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 | 37 |         // Form a rotation matrix out of the vectors, column major for glsl es  | 
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 | 38 |         mat3 TBN = mat3(tangent, localbinormal, normal); | 
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 | 39 |      | 
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 | 40 |     // Transform the light vector according to this matrix  | 
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 | 41 |         oLightDir = normalize(TBN * lightDir);  | 
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 | 42 |         oEyeDir = normalize(TBN * eyeDir);  | 
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 | 43 |     oHalfAngle = normalize(oEyeDir + oLightDir); | 
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 | 44 | } | 
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 | 45 |  | 
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