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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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