| [12115] | 1 | #version 120 | 
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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 | varying vec3 oEyeDir; | 
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 | 8 | varying vec3 oLightDir; | 
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 | 9 | varying vec3 oHalfAngle; | 
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 | 10 | varying vec4 oUv0; | 
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 | 11 |  | 
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 | 12 | attribute vec3 normal; | 
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 | 13 | attribute vec3 tangent; | 
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 | 14 | attribute vec4 uv0; | 
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 | 15 | attribute 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(vec3(tangent[0], localbinormal[0], normal[0]), | 
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 | 39 |                                                 vec3(tangent[1], localbinormal[1], normal[1]), | 
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 | 40 |                                                 vec3(tangent[2], localbinormal[2], normal[2])); | 
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 | 41 |      | 
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 | 42 |  | 
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 | 43 |     // Transform the light vector according to this matrix | 
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 | 44 |     oLightDir = normalize(TBN * lightDir); | 
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 | 45 |     oEyeDir = normalize(TBN * eyeDir); | 
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 | 46 |     oHalfAngle = normalize(oEyeDir + oLightDir); | 
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 | 47 | } | 
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