diff options
Diffstat (limited to 'src/extras/shaders/es2/normaldiffusemap.vert')
-rw-r--r-- | src/extras/shaders/es2/normaldiffusemap.vert | 44 |
1 files changed, 0 insertions, 44 deletions
diff --git a/src/extras/shaders/es2/normaldiffusemap.vert b/src/extras/shaders/es2/normaldiffusemap.vert deleted file mode 100644 index 0681e370a..000000000 --- a/src/extras/shaders/es2/normaldiffusemap.vert +++ /dev/null @@ -1,44 +0,0 @@ -attribute vec3 vertexPosition; -attribute vec3 vertexNormal; -attribute vec2 vertexTexCoord; -attribute vec4 vertexTangent; - -varying vec3 worldPosition; -varying vec3 worldNormal; -varying vec4 worldTangent; -varying vec2 texCoord; -varying mat3 tangentMatrix; - -uniform mat4 modelMatrix; -uniform mat3 modelNormalMatrix; -uniform mat4 projectionMatrix; -uniform mat4 mvp; - -uniform float texCoordScale; - -void main() -{ - // Pass through texture coordinates - texCoord = vertexTexCoord * texCoordScale; - - // Transform position, normal, and tangent to world coords - worldPosition = vec3(modelMatrix * vec4(vertexPosition, 1.0)); - worldNormal = normalize(modelNormalMatrix * vertexNormal); - worldTangent.xyz = normalize(vec3(modelMatrix * vec4(vertexTangent.xyz, 0.0))); - worldTangent.w = vertexTangent.w; - - vec3 normal = normalize( modelNormalMatrix * vertexNormal ); - vec3 tangent = normalize( modelNormalMatrix * vertexTangent.xyz ); - - // Calculate binormal vector - vec3 binormal = normalize( cross( normal, tangent ) ); - - // Construct matrix to transform from eye coords to tangent space - tangentMatrix = mat3 ( - tangent.x, binormal.x, normal.x, - tangent.y, binormal.y, normal.y, - tangent.z, binormal.z, normal.z ); - - // Calculate vertex position in clip coordinates - gl_Position = mvp * vec4( vertexPosition, 1.0 ); -} |