/***************************************************************************** The Dark Mod GPL Source Code This file is part of the The Dark Mod Source Code, originally based on the Doom 3 GPL Source Code as published in 2011. The Dark Mod Source Code is free software: you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation, either version 3 of the License, or (at your option) any later version. For details, see LICENSE.TXT. Project: The Dark Mod (http://www.thedarkmod.com/) ******************************************************************************/ #version 140 #pragma tdm_include "tdm_transform.glsl" INATTR_POSITION //in vec4 attr_Position; in vec4 attr_TexCoord; in vec3 attr_Tangent; in vec3 attr_Bitangent; in vec3 attr_Normal; in vec4 attr_Color; uniform vec4[2] u_bumpMatrix; uniform vec4[2] u_diffuseMatrix; uniform vec4[2] u_specularMatrix; uniform vec4 u_colorModulate; uniform vec4 u_colorAdd; uniform mat4 u_modelMatrix; out vec4 var_Position; out vec4 var_PositionWorld; out vec2 var_TexDiffuse; out vec2 var_TexNormal; out vec2 var_TexSpecular; out mat3 var_TangentBitangentNormalMatrix; out vec4 var_Color; void main() { gl_Position = tdm_transform(attr_Position); var_Position = u_modelMatrix*attr_Position; var_PositionWorld = u_modelMatrix * attr_Position; // normal map texgen var_TexNormal.x = dot(attr_TexCoord, u_bumpMatrix[0]); var_TexNormal.y = dot(attr_TexCoord, u_bumpMatrix[1]); // diffuse map texgen var_TexDiffuse.x = dot(attr_TexCoord, u_diffuseMatrix[0]); var_TexDiffuse.y = dot(attr_TexCoord, u_diffuseMatrix[1]); // specular map texgen var_TexSpecular.x = dot(attr_TexCoord, u_specularMatrix[0]); var_TexSpecular.y = dot(attr_TexCoord, u_specularMatrix[1]); // construct tangent-bitangent-normal 3x3 matrix //var_TangentBitangentNormalMatrix = mat3( clamp(attr_Tangent,-1,1), clamp(attr_Bitangent,-1,1), clamp(attr_Normal,-1,1) ); var_TangentBitangentNormalMatrix[0] = mat3(u_modelMatrix)*attr_Tangent; var_TangentBitangentNormalMatrix[1] = mat3(u_modelMatrix)*attr_Bitangent; var_TangentBitangentNormalMatrix[2] = mat3(u_modelMatrix)*attr_Normal; // primary color var_Color = (attr_Color * u_colorModulate) + u_colorAdd; }