/** * @file bumpV.glsl * * Copyright (c) 2007-$CurrentYear$, Linden Research, Inc. * $License$ */ varying vec3 vary_mat0; varying vec3 vary_mat1; varying vec3 vary_mat2; void main() { //transform vertex gl_Position = ftransform(); gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0; vec3 n = normalize(gl_NormalMatrix * gl_Normal); vec3 b = normalize(gl_NormalMatrix * gl_MultiTexCoord2.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_FrontColor = gl_Color; }