/* Bump mapping shader without parallax mapping for not more than 8 light sources The slowest bump mapping shader */ uniform vec3 CamPos; uniform int ActiveLightCount; uniform mat3 ModelRotateMatrix; uniform vec3 ModelTranslateVector; attribute vec3 Tangent; attribute vec3 Binormal; varying vec2 texCoord; varying int activeLightCount; varying vec3 camVec; varying vec3 lightVec[8]; void main() { gl_Position = gl_ModelViewProjectionMatrix * vec4(ModelRotateMatrix * gl_Vertex.xyz + ModelTranslateVector, 1.0); texCoord = gl_MultiTexCoord0.st; activeLightCount = ActiveLightCount; mat3 rot; rot[0] = Tangent; rot[1] = Binormal; rot[2] = gl_Normal.xyz; rot = ModelRotateMatrix * rot; vec3 lVec; vec3 cVec = CamPos - gl_Vertex.xyz; camVec = cVec * rot; for (int i=0; i