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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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/// DIFFUSE SPECULAR LIGHTING 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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vec4 tangent = gl_MultiTexCoord1;
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out vec4 vLightColor;
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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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uniform mat4 worldViewProj;
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uniform vec3 EyePos;
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uniform vec3 LightPos;
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uniform vec4 LightColor;
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uniform vec3 LightDirMul;
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void main()
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{
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gl_Position = (worldViewProj * position);
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vUv = uv;
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vec3 lightDir = LightPos - position.xyz;
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vLightDir = lightDir * LightDirMul;
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//Calculate rotation for light to get it to tangent space.
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vec3 binormal = cross(normal,tangent.xyz)*tangent.w;
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mat3 rotation = transpose(mat3(tangent.xyz, binormal, normal));
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//Transform the lightdir
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vLightDir = (rotation * vLightDir);
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//Get the halfvector for the specular term
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vHalfVec = normalize(EyePos - position.xyz);
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//transform to tangent space
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vHalfVec = (rotation * vHalfVec);
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vHalfVec = normalize(vLightDir)+vHalfVec;
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vLightColor = clamp(LightColor, vec4(0.0), vec4(1.0));
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}
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