// 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 // /////////////////////////////////////////////////////// /// SPECULAR BUMPMAPPING 2D VERTEX PROGRAM //////////// /////////////////////////////////////////////////////// vec4 position = gl_Vertex; vec3 normal = gl_Normal; vec2 uv = gl_MultiTexCoord0.xy; out vec4 vColor out vec2 vUv; out vec3 vLightDir; out vec3 vHalfVec; out vec2 vScreenPos; uniform mat4 worldViewProj; uniform vec3 LightPos; uniform vec3 EyePos; 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; vLighttDir.x = normal.x*TempLight.x + normal.y*TempLight.y; vLighttDir.y = normal.x*TempLight.y - normal.y*TempLight.x; vLighttDir.x *= normal.z / abs(normal.z); vLighttDir.y *= abs(normal.z)-2.0; vLighttDir.z = -LightPos.z; vLighttDir = normalize(vLightDir); //Get the halfangle and normalize it vHalfVec.xy = position.xy - EyePos.xy; vHalfVec.z = -EyePos.y; ///rotate halfvec as well NOTE: Not sure you need this... vec2 TempHalfVec = vHalfVec.xy; vHalfVec.x = normal.x*TempHalfVec.x + normal.y*TempHalfVec.y; vHalfVec.y = normal.x*TempHalfVec.y - normal.y*TempHalfVec.x; vHalfVec.x *= normal.z/abs(normal.z); vHalfVec.y *= abs(normal.z) - 2.0; vHalfVec = normalize(vHalfVec); vHalfVec = normalize(vHalfVec + vLightDir); gl_Position = worldViewProj * position; vColor = clamp(LightColor, vec4(0.0), vec4(1.0)); vUv = uv; }