ho3/resources/shaders/directlight — копия.vertex
2024-06-08 20:55:56 +03:00

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uniform vec3 CamPos;
uniform mat3 ModelRotateMatrix;
uniform vec3 ModelTranslateVector;
attribute vec3 Tangent;
attribute vec3 Binormal;
varying vec2 texCoord;
varying vec3 camVec;
varying vec3 lightVec;
varying vec3 vertexPos;
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);
vertexPos = gl_Vertex.xyz;
mat3 rot;
rot[0] = normalize(Tangent);
rot[1] = normalize(Binormal);
rot[2] = normalize(gl_Normal.xyz);
rot = ModelRotateMatrix * rot;
lightVec = lVec * rot;
camVec = cVec * rot;
}