| Line | |
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| 1 | varying vec4 passcolor; //The vertex color passed |
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| 2 | varying vec3 LightDir; //The transformed light direction, to pass to the fragment shader |
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| 3 | attribute vec3 tangent; //The inverse tangent to the geometry |
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| 4 | attribute vec3 binormal; //The inverse binormal to the geometry |
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| 5 | uniform vec3 lightdir; //The direction the light is shining |
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| 6 | void main() |
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| 7 | { |
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| 8 | //Put the color in a varying variable |
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| 9 | passcolor = gl_Color; |
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| 10 | //Put the vertex in the position passed |
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| 11 | gl_Position = ftransform(); |
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| 12 | //Construct a 3x3 matrix from the geometry\u2019s inverse tangent, binormal, and normal |
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| 13 | mat3 rotmat = mat3(tangent,binormal,gl_Normal); |
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| 14 | //Rotate the light into tangent space |
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| 15 | LightDir = rotmat * normalize(lightdir); |
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| 16 | //Normalize the light |
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| 17 | normalize(LightDir); |
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| 18 | //Use the first set of texture coordinates in the fragment shader |
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| 19 | gl_TexCoord[0] = gl_MultiTexCoord0; |
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| 20 | } |
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