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fgdata/Shaders/bumpspec.vert

27 lines
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GLSL
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// -*- mode: C; -*-
// Licence: GPL v2
// Author: Frederic Bouvier
#version 120
//varying float fogCoord;
varying vec3 VNormal;
varying vec3 VTangent;
varying vec3 VBinormal;
attribute vec3 tangent;
attribute vec3 binormal;
void main (void)
{
// vec4 pos = gl_ModelViewMatrix * gl_Vertex;
// fogCoord = pos.z / pos.w;
VNormal = normalize(gl_NormalMatrix * gl_Normal);
VTangent = normalize(gl_NormalMatrix * tangent);
VBinormal = normalize(gl_NormalMatrix * binormal);
gl_FrontColor = gl_FrontLightModelProduct.sceneColor + gl_LightSource[0].ambient * gl_FrontMaterial.ambient;
gl_TexCoord[0] = gl_MultiTexCoord0;
gl_Position = ftransform();
}