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