[12115] | 1 | #version 120 |
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| 2 | |
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| 3 | // General functions |
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| 4 | // parameters |
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| 5 | uniform vec4 lightPosition; // object space |
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| 6 | uniform vec3 eyePosition; // object space |
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| 7 | uniform mat4 worldViewProj; |
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| 8 | |
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| 9 | attribute vec4 vertex; |
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| 10 | attribute vec3 normal; |
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| 11 | attribute vec3 tangent; |
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| 12 | attribute vec4 uv0; |
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| 13 | |
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| 14 | varying vec4 oUv0; |
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| 15 | varying vec3 oTSLightDir; |
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| 16 | varying vec3 oTSHalfAngle; |
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| 17 | |
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| 18 | /* Vertex program which includes specular component */ |
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| 19 | void main() |
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| 20 | { |
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| 21 | // calculate output position |
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| 22 | gl_Position = worldViewProj * vertex; |
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| 23 | |
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| 24 | // pass the main uvs straight through unchanged |
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| 25 | oUv0 = uv0; |
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| 26 | |
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| 27 | // calculate tangent space light vector |
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| 28 | // Get object space light direction |
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| 29 | vec3 lightDir = normalize(lightPosition.xyz - (vertex * lightPosition.w).xyz); |
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| 30 | |
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| 31 | // Calculate the binormal (NB we assume both normal and tangent are |
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| 32 | // already normalised) |
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| 33 | vec3 binormal = cross(normal, tangent); |
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| 34 | |
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| 35 | // Form a rotation matrix out of the vectors |
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| 36 | mat3 rotation = mat3(vec3(tangent[0], binormal[0], normal[0]), |
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| 37 | vec3(tangent[1], binormal[1], normal[1]), |
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| 38 | vec3(tangent[2], binormal[2], normal[2])); |
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| 39 | |
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| 40 | // Transform the light vector according to this matrix |
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| 41 | oTSLightDir = rotation * lightDir; |
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| 42 | |
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| 43 | // Calculate half-angle in tangent space |
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| 44 | vec3 eyeDir = normalize(eyePosition - vertex.xyz); |
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| 45 | vec3 halfAngle = normalize(eyeDir + lightDir); |
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| 46 | oTSHalfAngle = rotation * halfAngle; |
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| 47 | } |
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