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46 lines
1.2 KiB
GLSL
46 lines
1.2 KiB
GLSL
#version 120
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//
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// model_lightmap_normal_map.vert
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// vertex shader
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//
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// Created by Sam Gateau on 11/21/14.
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// Copyright 2013 High Fidelity, Inc.
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//
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// Distributed under the Apache License, Version 2.0.
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// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
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//
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const int MAX_TEXCOORDS = 2;
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uniform mat4 texcoordMatrices[MAX_TEXCOORDS];
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// the tangent vector
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attribute vec3 tangent;
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attribute vec2 texcoord1;
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// the interpolated normal
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varying vec4 interpolatedNormal;
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// the interpolated tangent
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varying vec4 interpolatedTangent;
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// the interpolated texcoord1
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varying vec2 interpolatedTexcoord1;
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void main(void) {
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// transform and store the normal and tangent for interpolation
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interpolatedNormal = gl_ModelViewMatrix * vec4(gl_Normal, 0.0);
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interpolatedTangent = gl_ModelViewMatrix * vec4(tangent, 0.0);
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// pass along the diffuse color
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gl_FrontColor = gl_Color * gl_FrontMaterial.diffuse;
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// and the texture coordinates
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gl_TexCoord[0] = texcoordMatrices[0] * vec4(gl_MultiTexCoord0.xy, 0.0, 1.0);
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interpolatedTexcoord1 = vec2(texcoordMatrices[1] * vec4(texcoord1.xy, 0.0, 1.0)).xy;
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// use standard pipeline transform
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gl_Position = ftransform();
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}
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