attribute vec3 tangent; uniform vec4 lightPosition; // object space uniform vec4 lightPosition1; // object space uniform vec4 eyePosition; // object space uniform vec4 spotDirection; // object space uniform vec4 spotDirection1; // object space uniform mat4 worldViewProj; // not actually used but here for compat with HLSL uniform mat4 worldMatrix; uniform mat4 texViewProj1; uniform mat4 texViewProj2; varying vec3 tangentEyeDir; varying vec3 tangentLightDir[2]; varying vec3 tangentSpotDir[2]; varying vec4 shadowUV[2]; void main() { gl_Position = ftransform(); vec4 worldPos = worldMatrix * gl_Vertex; shadowUV[0] = texViewProj1 * worldPos; shadowUV[1] = texViewProj2 * worldPos; // pass the main uvs straight through unchanged gl_TexCoord[0] = gl_MultiTexCoord0; // calculate tangent space light vector // Get object space light direction vec3 lightDir = normalize(lightPosition.xyz - (gl_Vertex.xyz * lightPosition.w)); vec3 lightDir1 = normalize(lightPosition1.xyz - (gl_Vertex.xyz * lightPosition1.w)); vec3 eyeDir = (eyePosition - gl_Vertex).xyz; // Calculate the binormal (NB we assume both normal and tangent are // already normalised) vec3 binormal = cross(gl_Normal, tangent); // Form a rotation matrix out of the vectors mat3 rotation = mat3(tangent, binormal, gl_Normal); // Transform the light vector according to this matrix tangentLightDir[0] = normalize(rotation * lightDir); tangentLightDir[1] = normalize(rotation * lightDir1); // Invert the Y on the eye dir since we'll be using this to alter UVs and // GL has Y inverted tangentEyeDir = normalize(rotation * eyeDir) * vec3(1, -1, 1); tangentSpotDir[0] = normalize(rotation * -spotDirection.xyz); tangentSpotDir[1] = normalize(rotation * -spotDirection1.xyz); }