bump2.vert 713 B

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  1. attribute vec3 tangent;
  2. attribute vec3 binormal;
  3. // inverse light radius ie.. 1.0/light radius;
  4. uniform float u_invRad;
  5. varying vec3 g_lightVec;
  6. varying vec3 g_viewVec;
  7. /* ===========[ for test only!! ]============ */
  8. //uniform float RSINW, RCOSW;
  9. /* ===========[ end ]======================== */
  10. void main()
  11. {
  12. gl_Position = ftransform();
  13. gl_TexCoord[0] = gl_MultiTexCoord0;
  14. mat3 TBN_Matrix = gl_NormalMatrix * mat3(tangent, binormal, gl_Normal);
  15. vec4 mv_Vertex = gl_ModelViewMatrix * gl_Vertex;
  16. g_viewVec = vec3(-mv_Vertex) * TBN_Matrix;
  17. vec4 light = gl_ModelViewMatrix * gl_LightSource[0].position;
  18. vec3 lightVec = u_invRad * (light.xyz - mv_Vertex.xyz);
  19. g_lightVec = lightVec * TBN_Matrix;
  20. }