48 lines
1005 B
Plaintext
48 lines
1005 B
Plaintext
attribute vec3 vPosition;
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attribute vec2 vTexCoord;
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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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uniform mat4 ProjectionMatrix;
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uniform mat4 ProjectionMatrix1;
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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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varying vec3 vertexPos;
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//For shadows
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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 * vPosition.xyz + ModelTranslateVector, 1.0);
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gl_Position = ProjectionMatrix * 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 - vPosition.xyz);
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vertexPos = vPosition.xyz;
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mat3 rot;
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rot[0] = normalize(Tangent);
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rot[1] = normalize(Binormal);
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rot[2] = normalize(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 = ProjectionMatrix1 * vec4(vPosition.xyz, 1.0);
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} |