// Bump mapping shader without parallax mapping for single light source // Slower than directlight_bump but faster than multilight_bump uniform vec3 CamPos; uniform mat3 ModelRotateMatrix; uniform vec3 ModelTranslateVector; attribute vec3 Tangent; attribute vec3 Binormal; varying vec2 texCoord; varying vec3 camVec; varying vec3 lightVec; void main() { gl_Position = gl_ModelViewProjectionMatrix * vec4(ModelRotateMatrix * gl_Vertex.xyz + ModelTranslateVector, 1.0); texCoord = gl_MultiTexCoord0.st; vec3 lVec; if (gl_LightSource[0].position.w == 0.0) lVec = gl_LightSource[0].position.xyz; else lVec = gl_LightSource[0].position.xyz - gl_Vertex.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; }