1 | #version 120 |
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2 | |
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3 | uniform vec4 lightPosition; // object space |
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4 | uniform vec4 lightPosition1; // object space |
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5 | uniform vec4 eyePosition; // object space |
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6 | uniform vec4 spotDirection; // object space |
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7 | uniform vec4 spotDirection1; // object space |
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8 | uniform mat4 worldViewProj; // not actually used but here for compat with HLSL |
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9 | uniform mat4 worldMatrix; |
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10 | uniform mat4 texViewProj1; |
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11 | uniform mat4 texViewProj2; |
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12 | |
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13 | varying vec3 tangentEyeDir; |
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14 | varying vec3 tangentLightDir[2]; |
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15 | varying vec3 tangentSpotDir[2]; |
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16 | varying vec4 shadowUV[2]; |
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17 | varying vec4 oUv0; |
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18 | |
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19 | attribute vec3 tangent; |
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20 | attribute vec4 position; |
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21 | attribute vec3 normal; |
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22 | attribute vec4 uv0; |
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23 | |
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24 | void main() |
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25 | { |
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26 | gl_Position = worldViewProj * position; |
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27 | |
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28 | vec4 worldPos = worldMatrix * position; |
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29 | |
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30 | oUv0 = uv0; |
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31 | |
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32 | shadowUV[0] = texViewProj1 * worldPos; |
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33 | shadowUV[1] = texViewProj2 * worldPos; |
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34 | |
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35 | // calculate tangent space light vector |
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36 | // Get object space light direction |
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37 | vec3 lightDir = normalize(lightPosition.xyz - (position.xyz * lightPosition.w)); |
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38 | vec3 lightDir1 = normalize(lightPosition1.xyz - (position.xyz * lightPosition1.w)); |
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39 | |
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40 | vec3 eyeDir = (eyePosition - position).xyz; |
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41 | |
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42 | // Calculate the binormal (NB we assume both normal and tangent are |
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43 | // already normalised) |
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44 | vec3 binormal = cross(normal, tangent); |
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45 | |
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46 | // Form a rotation matrix out of the vectors, column major for glsl es |
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47 | mat3 rotation = mat3(vec3(tangent[0], binormal[0], normal[0]), |
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48 | vec3(tangent[1], binormal[1], normal[1]), |
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49 | vec3(tangent[2], binormal[2], normal[2])); |
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50 | |
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51 | // Transform the light vector according to this matrix |
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52 | tangentLightDir[0] = normalize(rotation * lightDir); |
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53 | tangentLightDir[1] = normalize(rotation * lightDir1); |
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54 | // Invert the Y on the eye dir since we'll be using this to alter UVs and |
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55 | // GL has Y inverted |
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56 | tangentEyeDir = normalize(rotation * eyeDir) * vec3(1.0, -1.0, 1.0); |
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57 | |
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58 | tangentSpotDir[0] = normalize(rotation * -spotDirection.xyz); |
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59 | tangentSpotDir[1] = normalize(rotation * -spotDirection1.xyz); |
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60 | } |
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