58 lines
1.7 KiB
GLSL
58 lines
1.7 KiB
GLSL
const mediump vec3 LightPos = vec3(40, 20.0, -90.0);
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attribute highp vec3 myVertex, myNormal;
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attribute highp vec3 myTangent;
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attribute mediump vec2 myUV;
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uniform highp mat4 myMVPMatrix, myModelView; // mvpmatrix is the result of multiplying the model, view, and projection matrices
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uniform highp mat3 myModelViewIT;
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uniform lowp vec3 material_ambient, material_diffuse, material_specular;
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varying mediump vec2 texCoord;
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/*
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varying mediump vec3 lightVec;
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varying mediump vec3 halfVec;
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*/
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//varying mediump vec3 eyeVec;
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void main()
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{
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// Transform position
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gl_Position = myMVPMatrix * vec4(myVertex,1.0);
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// Pass UV co-ordinates
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texCoord = myUV.st;
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/*
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// Building the matrix Eye Space -> Tangent Space
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vec3 n = normalize(vec3(myModelView * vec4(myNormal, 1.0)));
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vec3 t = normalize(vec3(myModelView * vec4(myTangent, 1.0)));
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vec3 b = cross(n, t);
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vec3 vertexPosition = vec3(myMVPMatrix * vec4(myVertex, 1.0));
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vec3 lightDir = normalize(LightPos - vertexPosition);
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// transform light and half angle vectors by tangent basis
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vec3 v;
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v.x = dot(lightDir, t);
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v.y = dot(lightDir, b);
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v.z = dot(lightDir, n);
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lightVec = normalize(v);
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// v.x = dot(vertexPosition, t);
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// v.y = dot(vertexPosition, b);
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// v.z = dot(vertexPosition, n);
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// eyeVec = normalize(v);
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vertexPosition = normalize(vertexPosition);
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// Normalize the halfVector to pass it to the fragment shader
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vec3 halfVector = normalize((vertexPosition + lightDir) / 2.0);
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v.x = dot (halfVector, t);
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v.y = dot (halfVector, b);
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v.z = dot (halfVector, n);
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halfVec = normalize (v);
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*/
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} |