+++ /dev/null
-//
-// Vertex shader for procedural bumps
-//
-// Authors: Randi Rost, John Kessenich
-//
-// Copyright (c) 2002-2006 3Dlabs Inc. Ltd.
-//
-// See 3Dlabs-License.txt for license information
-//
-
-varying vec3 LightDir;
-varying vec3 EyeDir;
-
-uniform vec3 LightPosition;
-
-attribute vec3 Tangent;
-
-void main()
-{
- EyeDir = vec3(gl_ModelViewMatrix * gl_Vertex);
- gl_Position = ftransform();
- gl_TexCoord[0] = gl_MultiTexCoord0;
-
- vec3 n = normalize(gl_NormalMatrix * gl_Normal);
- vec3 t = normalize(gl_NormalMatrix * Tangent);
- vec3 b = cross(n, t);
-
- vec3 v;
- v.x = dot(LightPosition, t);
- v.y = dot(LightPosition, b);
- v.z = dot(LightPosition, n);
- LightDir = normalize(v);
-
- v.x = dot(EyeDir, t);
- v.y = dot(EyeDir, b);
- v.z = dot(EyeDir, n);
- EyeDir = normalize(v);
-}