X-Git-Url: http://git.tdb.fi/?a=blobdiff_plain;f=shaderlib%2Fcommon.glsl;h=35d5a87eafb8bf8c83e8fe877cdf5e90b0a3d724;hb=0f256116c84a5b926bc923f5bbad95622933517a;hp=dd8ac11f2564642078f9360aef97317e79b07497;hpb=641e5ebbda682a6df6f84a4627e3728dbcef3683;p=libs%2Fgl.git diff --git a/shaderlib/common.glsl b/shaderlib/common.glsl index dd8ac11f..35d5a87e 100644 --- a/shaderlib/common.glsl +++ b/shaderlib/common.glsl @@ -38,29 +38,22 @@ void standard_transform() mat4 vertex_tf = get_vertex_transform(); mat3 normal_tf = get_normal_transform(); - vec4 world_vertex = vertex_tf*get_vertex_position(); + out vec4 world_vertex = vertex_tf*get_vertex_position(); vec4 eye_vertex = eye_world_matrix*world_vertex; gl_Position = clip_eye_matrix*eye_vertex; out vec3 world_normal = normal_tf*get_vertex_normal(); - vec3 world_tangent = normal_tf*tangent; - vec3 world_binormal = cross(world_normal, world_tangent); - out mat3 world_tbn_matrix = mat3(world_tangent, world_binormal, world_normal); + if(use_normal_map) + { + vec3 world_tangent = normal_tf*tangent; + vec3 world_binormal = cross(world_normal, world_tangent); + out mat3 world_tbn_matrix = mat3(world_tangent, world_binormal, world_normal); + } - vec3 eye_pos = (inverse(eye_world_matrix)*vec4(0.0, 0.0, 0.0, 1.0)).xyz; + vec3 eye_pos = world_eye_matrix[3].xyz; out vec3 world_look_dir = normalize(world_vertex.xyz-eye_pos); - out vec3 world_light_dir = light_sources[0].position.xyz-world_vertex.xyz*light_sources[0].position.w; - out float fog_coord = eye_vertex.z; - - if(use_clipping) - { - for(int i=0; i