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reflection_CB_vp.glsl
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reflection_CB_vp.glsl
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/*
===========================================================================
Copyright (C) 2006-2011 Robert Beckebans <trebor_7@users.sourceforge.net>
This file is part of XreaL source code.
XreaL 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 2 of the License,
or (at your option) any later version.
XreaL source code is distributed in the hope that it will be
useful, but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with XreaL source code; if not, write to the Free Software
Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
===========================================================================
*/
/* reflection_CB_vp.glsl */
attribute vec4 attr_Position;
attribute vec4 attr_TexCoord0;
attribute vec3 attr_Tangent;
attribute vec3 attr_Binormal;
attribute vec3 attr_Normal;
attribute vec4 attr_Position2;
attribute vec3 attr_Tangent2;
attribute vec3 attr_Binormal2;
attribute vec3 attr_Normal2;
uniform float u_VertexInterpolation;
uniform mat4 u_NormalTextureMatrix;
uniform mat4 u_ModelMatrix;
uniform mat4 u_ModelViewProjectionMatrix;
uniform float u_Time;
varying vec3 var_Position;
varying vec2 var_TexNormal;
varying vec4 var_Tangent;
varying vec4 var_Binormal;
varying vec4 var_Normal;
void main()
{
vec4 position;
vec3 tangent;
vec3 binormal;
vec3 normal;
#if defined(USE_VERTEX_SKINNING)
#if defined(USE_NORMAL_MAPPING)
VertexSkinning_P_TBN( attr_Position, attr_Tangent, attr_Binormal, attr_Normal,
position, tangent, binormal, normal);
#else
VertexSkinning_P_N( attr_Position, attr_Normal,
position, normal);
#endif
#elif defined(USE_VERTEX_ANIMATION)
#if defined(USE_NORMAL_MAPPING)
VertexAnimation_P_TBN( attr_Position, attr_Position2,
attr_Tangent, attr_Tangent2,
attr_Binormal, attr_Binormal2,
attr_Normal, attr_Normal2,
u_VertexInterpolation,
position, tangent, binormal, normal);
#else
VertexAnimation_P_N(attr_Position, attr_Position2,
attr_Normal, attr_Normal2,
u_VertexInterpolation,
position, normal);
#endif
#else
position = attr_Position;
#if defined(USE_NORMAL_MAPPING)
tangent = attr_Tangent;
binormal = attr_Binormal;
#endif
normal = attr_Normal;
#endif
#if defined(USE_DEFORM_VERTEXES)
position = DeformPosition2( position,
normal,
attr_TexCoord0.st,
u_Time);
#endif
// transform vertex position into homogenous clip-space
gl_Position = u_ModelViewProjectionMatrix * position;
// transform position into world space
var_Position = (u_ModelMatrix * position).xyz;
#if defined(USE_NORMAL_MAPPING)
var_Tangent.xyz = (u_ModelMatrix * vec4(tangent, 0.0)).xyz;
var_Binormal.xyz = (u_ModelMatrix * vec4(binormal, 0.0)).xyz;
#endif
var_Normal.xyz = (u_ModelMatrix * vec4(normal, 0.0)).xyz;
#if defined(USE_NORMAL_MAPPING)
// transform normalmap texcoords
var_TexNormal = (u_NormalTextureMatrix * attr_TexCoord0).st;
#endif
}