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// Copyright 2006-2010 (C) - Frictional Games
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//
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// This file is part of HPL1 Engine
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//
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// For conditions of distribution and use, see copyright notice in LICENSE-shaders
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//
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///////////////////////////////////////////////////////
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/// SPECULAR BUMPMAPPING 2D VERTEX PROGRAM ////////////
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///////////////////////////////////////////////////////
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vec4 position = gl_Vertex;
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vec3 normal = gl_Normal;
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vec2 uv = gl_MultiTexCoord0.xy;
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out vec4 vColor
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out vec2 vUv;
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out vec3 vLightDir;
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out vec3 vHalfVec;
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out vec2 vScreenPos;
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uniform mat4 worldViewProj;
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uniform vec3 LightPos;
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uniform vec3 EyePos;
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uniform float LightRadius;
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uniform vec4 LightColor;
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void main()
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{
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vec3 L;
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//Get the direction of the light and normalize it
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vLightDir.xy = position.xy - LightPos.xy;
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vScreenPos = (vLightDir.xy + (LightRadius)) / (LightRadius * 2.0);
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//rotate the light to texture (tangent) space. Normal x=cos(angle) y = sin(angle)
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vec2 TempLight = vLightDir.xy;
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vLighttDir.x = normal.x*TempLight.x + normal.y*TempLight.y;
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vLighttDir.y = normal.x*TempLight.y - normal.y*TempLight.x;
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vLighttDir.x *= normal.z / abs(normal.z);
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vLighttDir.y *= abs(normal.z)-2.0;
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vLighttDir.z = -LightPos.z;
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vLighttDir = normalize(vLightDir);
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//Get the halfangle and normalize it
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vHalfVec.xy = position.xy - EyePos.xy;
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vHalfVec.z = -EyePos.y;
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///rotate halfvec as well NOTE: Not sure you need this...
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vec2 TempHalfVec = vHalfVec.xy;
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vHalfVec.x = normal.x*TempHalfVec.x + normal.y*TempHalfVec.y;
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vHalfVec.y = normal.x*TempHalfVec.y - normal.y*TempHalfVec.x;
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vHalfVec.x *= normal.z/abs(normal.z);
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vHalfVec.y *= abs(normal.z) - 2.0;
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vHalfVec = normalize(vHalfVec);
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vHalfVec = normalize(vHalfVec + vLightDir);
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gl_Position = worldViewProj * position;
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vColor = clamp(LightColor, vec4(0.0), vec4(1.0));
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vUv = uv;
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}
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