- varying vec3 Pos;
- varying vec3 lightvec;
- varying vec3 T,B,N;
- uniform vec3 Tangent;
- void main(void)
- {
- Pos = vec3(gl_ModelViewMatrix * gl_Vertex);
- lightvec = normalize(gl_LightSource[0].position.xyz - Pos);
- N = normalize(gl_NormalMatrix * gl_Normal);
- T = normalize(gl_NormalMatrix * Tangent);
- B = cross (T,N);
- gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;
- gl_TexCoord[0] = gl_MultiTexCoord0;
- }