/** * @file bumpV.glsl * * Copyright (c) 2007-$CurrentYear$, Linden Research, Inc. * $License$ */ varying vec3 vary_mat0; varying vec3 vary_mat1; varying vec3 vary_mat2; mat4 getObjectSkinnedTransform(); void main() { gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0; mat4 mat = getObjectSkinnedTransform(); mat = gl_ModelViewMatrix * mat; vec3 pos = (mat*gl_Vertex).xyz; vec3 n = normalize((mat * vec4(gl_Normal.xyz+gl_Vertex.xyz, 1.0)).xyz-pos.xyz); vec3 b = normalize((mat * vec4(gl_MultiTexCoord2.xyz+gl_Vertex.xyz, 1.0)).xyz-pos.xyz); vec3 t = cross(b, n); vary_mat0 = vec3(t.x, b.x, n.x); vary_mat1 = vec3(t.y, b.y, n.y); vary_mat2 = vec3(t.z, b.z, n.z); gl_Position = gl_ProjectionMatrix*vec4(pos, 1.0); gl_FrontColor = gl_Color; }