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authorBrian <brian@yutani.localnet.net>2007-03-26 10:13:02 -0600
committerBrian <brian@yutani.localnet.net>2007-03-26 10:13:02 -0600
commitd619cceea47dc3070ebb7f7ea4f8b6b31a672d38 (patch)
treef8b8a9f3fdc3f17a43436af270b22754b1749d31 /progs/glsl/CH11-bumpmap.vert.txt
parent76f3b66e0489526694d6a39b4a6ac3b1c2bee100 (diff)
parente71c34aaa173ca451fa02e526ead77758f7eeb74 (diff)
merge of glsl-compiler-1 branch
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+//
+// Vertex shader for procedural bumps
+//
+// Authors: Randi Rost, John Kessenich
+//
+// Copyright (c) 2002-2006 3Dlabs Inc. Ltd.
+//
+// See 3Dlabs-License.txt for license information
+//
+
+varying vec3 LightDir;
+varying vec3 EyeDir;
+
+uniform vec3 LightPosition;
+
+attribute vec3 Tangent;
+
+void main()
+{
+ EyeDir = vec3(gl_ModelViewMatrix * gl_Vertex);
+ gl_Position = ftransform();
+ gl_TexCoord[0] = gl_MultiTexCoord0;
+
+ vec3 n = normalize(gl_NormalMatrix * gl_Normal);
+ vec3 t = normalize(gl_NormalMatrix * Tangent);
+ vec3 b = cross(n, t);
+
+ vec3 v;
+ v.x = dot(LightPosition, t);
+ v.y = dot(LightPosition, b);
+ v.z = dot(LightPosition, n);
+ LightDir = normalize(v);
+
+ v.x = dot(EyeDir, t);
+ v.y = dot(EyeDir, b);
+ v.z = dot(EyeDir, n);
+ EyeDir = normalize(v);
+}