30 lines
541 B
Plaintext
30 lines
541 B
Plaintext
attribute vec3 vPosition;
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attribute vec3 Normal;
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attribute vec3 Tangent;
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attribute vec3 Binormal;
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attribute vec2 vTexCoord;
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uniform mat4 ProjectionMatrix;
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uniform vec3 CamPos;
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varying vec2 texCoord;
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varying vec3 camVec;
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varying vec3 normVec;
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void main()
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{
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//480x320
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gl_Position = ProjectionMatrix * vec4(vPosition.xyz, 1.0);
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texCoord = vTexCoord;
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vec3 cVec = (CamPos - vPosition.xyz);
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mat3 rot;
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rot[0] = Tangent;
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rot[1] = Binormal;
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rot[2] = Normal;
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camVec = cVec * rot;
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normVec = Normal;
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} |