/// ============================================================================ /* Copyright (C) 2005 Robert Beckebans Please see the file "AUTHORS" for a list of contributors This program 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. This program 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 this program; if not, write to the Free Software Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. */ /// ============================================================================ attribute vec4 attr_TexCoord0; varying vec3 var_Vertex; varying vec3 var_Normal; varying vec2 var_TexDiffuse; varying vec3 var_TexAttenXYZ; //varying vec3 var_TexAttenCube; //varying vec3 var_TexShadow; void main() { // transform vertex position into homogenous clip-space gl_Position = ftransform(); // assign position in object space var_Vertex = gl_Vertex.xyz; // assign normal in object space var_Normal = gl_Normal; // transform diffusemap texcoords var_TexDiffuse = (gl_TextureMatrix[0] * attr_TexCoord0).st; // calc light xy,z attenuation in light space var_TexAttenXYZ = (gl_TextureMatrix[1] * gl_Vertex).xyz; // calc light cube attenuation in light space // var_TexAttenCube = (gl_TextureMatrix[2] * gl_Vertex).xyz; // calc shadow cube attenuation in light space // var_tex_shadow = (gl_TextureMatrix[4] * gl_Vertex).xyz; }