overte/libraries/render-utils/src/model_lightmap_normal_map.slv

60 lines
1.7 KiB
Text
Executable file

<@include gpu/Config.slh@>
<$VERSION_HEADER$>
// Generated on <$_SCRIBE_DATE$>
//
// model_lightmap_normal_map.vert
// vertex shader
//
// Created by Sam Gateau on 11/21/14.
// Copyright 2013 High Fidelity, Inc.
//
// Distributed under the Apache License, Version 2.0.
// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
//
<@include gpu/Transform.slh@>
<$declareStandardTransform()$>
const int MAX_TEXCOORDS = 2;
uniform mat4 texcoordMatrices[MAX_TEXCOORDS];
// the tangent vector
attribute vec3 tangent;
attribute vec2 texcoord1;
// the interpolated normal
varying vec4 interpolatedNormal;
// the interpolated tangent
varying vec4 interpolatedTangent;
// the interpolated texcoord1
varying vec2 interpolatedTexcoord1;
varying vec3 color;
void main(void) {
// transform and store the normal and tangent for interpolation
//interpolatedNormal = gl_ModelViewMatrix * vec4(gl_Normal, 0.0);
//interpolatedTangent = gl_ModelViewMatrix * vec4(tangent, 0.0);
// pass along the diffuse color
color = gl_Color.xyz;
// and the texture coordinates
gl_TexCoord[0] = texcoordMatrices[0] * vec4(gl_MultiTexCoord0.xy, 0.0, 1.0);
interpolatedTexcoord1 = vec2(texcoordMatrices[1] * vec4(texcoord1.xy, 0.0, 1.0)).xy;
// standard transform
TransformCamera cam = getTransformCamera();
TransformObject obj = getTransformObject();
<$transformModelToClipPos(cam, obj, gl_Vertex, gl_Position)$>
<$transformModelToEyeDir(cam, obj, gl_Normal, interpolatedNormal.xyz)$>
<$transformModelToEyeDir(cam, obj, tangent, interpolatedTangent.xyz)$>
interpolatedNormal = vec4(normalize(interpolatedNormal.xyz), 0.0);
interpolatedTangent = vec4(normalize(interpolatedTangent.xyz), 0.0);
}