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fgdata/Shaders/urban.vert

26 lines
788 B
GLSL

varying vec4 rawpos;
varying vec4 ecPosition;
varying vec3 VNormal;
varying vec3 Normal;
varying vec3 VTangent;
varying vec3 VBinormal;
varying vec4 constantColor;
void main(void)
{
rawpos = gl_Vertex;
ecPosition = gl_ModelViewMatrix * gl_Vertex;
VNormal = normalize(gl_NormalMatrix * gl_Normal);
Normal = normalize(gl_Normal);
vec3 t = normalize(cross(gl_Normal, vec3(1.0,0.0,0.0)));
VTangent = gl_NormalMatrix * t;
vec3 b = normalize(cross(gl_Normal,t));
VBinormal = gl_NormalMatrix * b;
gl_FrontColor = gl_Color;
constantColor = gl_FrontMaterial.emission
+ gl_Color * (gl_LightModel.ambient + gl_LightSource[0].ambient);
gl_Position = ftransform();
gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0;
}