44 lines
953 B
Plaintext
44 lines
953 B
Plaintext
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/*
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Bump mapping shader without parallax mapping but with shadows for single directional light source
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*/
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uniform vec3 CamPos;
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uniform mat3 ModelRotateMatrix;
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uniform vec3 ModelTranslateVector;
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attribute vec3 Tangent;
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attribute vec3 Binormal;
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varying vec2 texCoord;
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varying vec3 camVec;
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varying vec3 lightVec;
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//for fragment shader
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varying vec4 vPos;
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varying vec4 gPos;
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void main()
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{
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vec4 realVertexPos = vec4(ModelRotateMatrix * gl_Vertex.xyz + ModelTranslateVector, 1.0);
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gl_Position = gl_ModelViewProjectionMatrix * realVertexPos;
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texCoord = gl_MultiTexCoord0.st;
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vec3 lVec = normalize(gl_LightSource[0].position.xyz);
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vec3 cVec = (CamPos - gl_Vertex.xyz);
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mat3 rot;
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rot[0] = Tangent;
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rot[1] = Binormal;
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rot[2] = gl_Normal.xyz;
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rot = ModelRotateMatrix * rot;
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lightVec = lVec * rot;
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camVec = cVec * rot;
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//For shadows
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vPos = realVertexPos;
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gPos = gl_ProjectionMatrix * gl_Position;
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gl_TexCoord[0] = gl_MultiTexCoord0;
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}
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