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35 lines
1.1 KiB
Text
35 lines
1.1 KiB
Text
attribute vec4 TANGENT;
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uniform vec4 _BumpMap_ST;
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void main ()
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{
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vec3 tmpvar_1;
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tmpvar_1 = (((gl_Normal.yzx * TANGENT.zxy) - (gl_Normal.zxy * TANGENT.yzx)) * TANGENT.w);
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mat3 tmpvar_2;
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tmpvar_2[0].x = TANGENT.x;
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tmpvar_2[0].y = tmpvar_1.x;
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tmpvar_2[0].z = gl_Normal.x;
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tmpvar_2[1].x = TANGENT.y;
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tmpvar_2[1].y = tmpvar_1.y;
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tmpvar_2[1].z = gl_Normal.y;
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tmpvar_2[2].x = TANGENT.z;
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tmpvar_2[2].y = tmpvar_1.z;
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tmpvar_2[2].z = gl_Normal.z;
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gl_Position = (gl_ModelViewProjectionMatrix * gl_Vertex);
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vec4 tmpvar_3;
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tmpvar_3.zw = vec2(0.0, 0.0);
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tmpvar_3.xy = ((gl_MultiTexCoord0.xy * _BumpMap_ST.xy) + _BumpMap_ST.zw);
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gl_TexCoord[0] = tmpvar_3;
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vec4 tmpvar_4;
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tmpvar_4.w = 0.0;
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tmpvar_4.xyz = (tmpvar_2 * gl_ModelViewMatrixInverseTranspose[0].xyz);
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gl_TexCoord[1] = tmpvar_4;
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vec4 tmpvar_5;
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tmpvar_5.w = 0.0;
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tmpvar_5.xyz = (tmpvar_2 * gl_ModelViewMatrixInverseTranspose[1].xyz);
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gl_TexCoord[2] = tmpvar_5;
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vec4 tmpvar_6;
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tmpvar_6.w = 0.0;
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tmpvar_6.xyz = (tmpvar_2 * gl_ModelViewMatrixInverseTranspose[2].xyz);
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gl_TexCoord[3] = tmpvar_6;
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}
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