// Copyright 2006-2010 (C) - Frictional Games // // This file is part of HPL1 Engine // // For conditions of distribution and use, see copyright notice in LICENSE-shaders // /////////////////////////////////////////////////////// /// BUMPMAPPING 2D VERTEX PROGRAM //////////// /////////////////////////////////////////////////////// vec4 position = gl_Vertex; vec3 normal = gl_Normal; vec3 uv = gl_MultiTexCoord0.xyz; out vec4 vColor; out vec3 vUv; out vec3 vLightDir; out vec2 vScreenPos; uniform mat4 worldViewProj; uniform vec3 LightPos; uniform float LightRadius; uniform vec4 LightColor; void main() { vec3 L; //Get the direction of the light and normalize it vLightDir.xy = position.xy - LightPos.xy; vScreenPos = (vLightDir.xy + (LightRadius) )/ (LightRadius*2.0); //rotate the light to texture (tangent) space. Normal x=cos(angle) y = sin(angle) vec2 TempLight = vLightDir.xy; vLightDir.x = normal.x*TempLight.x + normal.y*TempLight.y; vLightDir.y = normal.x*TempLight.y - normal.y*TempLight.x; vLightDir.x *= normal.z/abs(normal.z); vLightDir.y *= abs(normal.z)-2.0; vLightDir.z = -LightPos.z; vLightDir = normalize(vLightDir); gl_Position = worldViewProj * position; vColor = clamp(LightColor, vec4(0.0), vec4(1.0)); vUv = uv; }