+namespace {
+
+const char *standard_vertex_src[] =
+{
+ "n", "attribute vec3 tangent;\n",
+ "n", "attribute vec3 binormal;\n",
+ "t|n", "varying vec2 v_texcoord;\n",
+ "s", "varying vec3 v_shadowcoord;\n",
+ "!lm", "varying vec4 v_color;\n",
+ "l!n", "varying vec3 v_normal;\n",
+ "l", "varying vec3 v_light_dir;\n",
+ "p", "varying vec3 v_eye_dir;\n",
+ 0, "void main()\n",
+ 0, "{\n",
+ 0, "\tvec4 eye_pos = gl_ModelViewMatrix*gl_Vertex;\n",
+ 0, "\tgl_Position = gl_ProjectionMatrix*eye_pos;\n",
+ "l", "\tvec3 eye_normal = gl_NormalMatrix*gl_Normal;\n",
+ "l!n", "\tv_normal = eye_normal;\n",
+ "n", "\tvec3 eye_tangent = gl_NormalMatrix*tangent;\n",
+ "n", "\tvec3 eye_binormal = gl_NormalMatrix*binormal;\n",
+ "l", "\tvec3 eye_light_dir = normalize(gl_LightSource[0].position.xyz-eye_pos.xyz*gl_LightSource[0].position.w);\n",
+ "n", "\tv_light_dir = vec3(dot(eye_tangent, eye_light_dir), dot(eye_binormal, eye_light_dir), dot(eye_normal, eye_light_dir));\n",
+ "l!n", "\tv_light_dir = eye_light_dir;\n",
+ "p", "\tvec3 eye_dir = -normalize(eye_pos.xyz);\n",
+ "pn", "\tv_eye_dir = vec3(dot(eye_tangent, eye_dir), dot(eye_binormal, eye_dir), dot(eye_normal, eye_dir));\n",
+ "p!n", "\tv_eye_dir = eye_dir;\n",
+ "t|n", "\tv_texcoord = gl_MultiTexCoord0.xy;\n",
+ "s", "\tv_shadowcoord = vec3(dot(gl_EyePlaneS[3], eye_pos), dot(gl_EyePlaneT[3], eye_pos), dot(gl_EyePlaneR[3], eye_pos));\n",
+ "!lm", "\tv_color = gl_Color;\n",
+ 0, "}",
+ 0, 0
+};
+
+const char *standard_fragment_src[] =
+{
+ "t", "uniform sampler2D texture;\n",
+ "n", "uniform sampler2D normalmap;\n",
+ "s", "uniform sampler2DShadow shadow;\n",
+ "t|n", "varying vec2 v_texcoord;\n",
+ "s", "varying vec3 v_shadowcoord;\n",
+ "!lm", "varying vec4 v_color;\n",
+ "l!n", "varying vec3 v_normal;\n",
+ "l", "varying vec3 v_light_dir;\n",
+ "p", "varying vec3 v_eye_dir;\n",
+ 0, "void main()\n",
+ 0, "{\n",
+ "n", "\tvec3 n_normal = texture2D(normalmap, v_texcoord).xyz*2.0-1.0;\n",
+ "l!n", "\tvec3 n_normal = normalize(v_normal);\n",
+ "l", "\tfloat l_diffuse = max(dot(n_normal, normalize(v_light_dir)), 0.0);\n",
+ "p", "\tvec3 half = normalize(v_eye_dir+v_light_dir);\n",
+ "p", "\tfloat l_specular = pow(max(dot(half, n_normal), 0.0), gl_FrontMaterial.shininess);\n",
+ "s", "\tfloat l_shadow = shadow2D(shadow, v_shadowcoord).r;\n",
+ 0, "\tgl_FragColor = ",
+ "!t!l!m", "vec4(1.0, 1.0, 1.0, 1.0)",
+ "t", "texture2D(texture, v_texcoord)",
+ "l|mt", "*",
+ "!lm", "v_color",
+ "l", "((l_diffuse",
+ "lm", "*gl_FrontLightProduct[0].diffuse",
+ "p", "+l_specular",
+ "pm", "*gl_FrontLightProduct[0].specular",
+ "l", ")",
+ "s", "*l_shadow",
+ "lm", "+gl_FrontLightModelProduct.sceneColor",
+ "l", ")",
+ 0, ";\n",
+ 0, "}\n",
+ 0, 0
+};
+
+}
+