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