//----------------------------------------------------------------------------- // Copyright (c) 2012 GarageGames, LLC // // Permission is hereby granted, free of charge, to any person obtaining a copy // of this software and associated documentation files (the "Software"), to // deal in the Software without restriction, including without limitation the // rights to use, copy, modify, merge, publish, distribute, sublicense, and/or // sell copies of the Software, and to permit persons to whom the Software is // furnished to do so, subject to the following conditions: // // The above copyright notice and this permission notice shall be included in // all copies or substantial portions of the Software. // // THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR // IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, // FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE // AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER // LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING // FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS // IN THE SOFTWARE. //----------------------------------------------------------------------------- #include "hlslCompat.glsl" in vec4 vPosition; in vec3 vNormal; in vec3 vBinormal; in vec3 vTangent; in vec2 vTexCoord0; out vec4 texCoord12; #define OUT_texCoord12 texCoord12 out vec4 texCoord34; #define OUT_texCoord34 texCoord34 out vec3 vLightTS; // light vector in tangent space, denormalized #define OUT_vLightTS vLightTS out vec3 vViewTS; // view vector in tangent space, denormalized #define OUT_vViewTS vViewTS out float worldDist; #define OUT_worldDist worldDist //----------------------------------------------------------------------------- // Uniforms //----------------------------------------------------------------------------- uniform mat4 modelview; uniform vec3 eyePosWorld; uniform vec3 sunVec; uniform vec2 texOffset0; uniform vec2 texOffset1; uniform vec2 texOffset2; uniform vec3 texScale; //----------------------------------------------------------------------------- // Main //----------------------------------------------------------------------------- void main() { vec4 IN_pos = vPosition; vec3 IN_normal = vNormal; vec3 IN_binormal = vBinormal; vec3 IN_tangent = vTangent; vec2 IN_uv0 = vTexCoord0.st; gl_Position = modelview * IN_pos; // Offset the uv so we don't have a seam directly over our head. vec2 uv = IN_uv0 + vec2( 0.5, 0.5 ); OUT_texCoord12.xy = uv * texScale.x; OUT_texCoord12.xy += texOffset0; OUT_texCoord12.zw = uv * texScale.y; OUT_texCoord12.zw += texOffset1; OUT_texCoord34.xy = uv * texScale.z; OUT_texCoord34.xy += texOffset2; OUT_texCoord34.z = IN_pos.z; OUT_texCoord34.w = 0.0; // Transform the normal, tangent and binormal vectors from object space to // homogeneous projection space: vec3 vNormalWS = -IN_normal; vec3 vTangentWS = -IN_tangent; vec3 vBinormalWS = -IN_binormal; // Compute position in world space: vec4 vPositionWS = IN_pos + vec4( eyePosWorld, 1 ); //tMul( IN_pos, objTrans ); // Compute and output the world view vector (unnormalized): vec3 vViewWS = eyePosWorld - vPositionWS.xyz; // Compute denormalized light vector in world space: vec3 vLightWS = -sunVec; // Normalize the light and view vectors and transform it to the IN_tangent space: mat3 mWorldToTangent = mat3( vTangentWS, vBinormalWS, vNormalWS ); // Propagate the view and the light vectors (in tangent space): OUT_vLightTS = vLightWS * mWorldToTangent; OUT_vViewTS = mWorldToTangent * vViewWS; OUT_worldDist = clamp( pow( max( IN_pos.z, 0 ), 2 ), 0.0, 1.0 ); correctSSP(gl_Position); }