30 lines
897 B
GLSL
30 lines
897 B
GLSL
// -*- mode: C; -*-
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// Licence: GPL v2
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// Author: Frederic Bouvier
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varying vec4 rawpos;
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varying vec4 ecPosition;
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varying vec3 VNormal;
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varying vec3 Normal;
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varying vec3 VTangent;
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varying vec3 VBinormal;
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varying vec4 constantColor;
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varying vec4 specular;
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attribute vec3 tangent, binormal;
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void main(void)
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{
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rawpos = gl_Vertex;
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ecPosition = gl_ModelViewMatrix * gl_Vertex;
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VNormal = normalize(gl_NormalMatrix * gl_Normal);
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Normal = normalize(gl_Normal);
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VTangent = gl_NormalMatrix * tangent;
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VBinormal = gl_NormalMatrix * binormal;
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gl_FrontColor = gl_Color;
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constantColor = gl_FrontMaterial.emission
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+ gl_Color * (gl_LightModel.ambient + gl_LightSource[0].ambient);
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gl_Position = ftransform();
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gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0;
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specular = vec4( gl_FrontMaterial.specular.rgb, gl_FrontMaterial.shininess );
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}
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