/* Copyright (c) 2012, Motorola Mobility, Inc All Rights Reserved. BSD License. Redistribution and use in source and binary forms, with or without modification, are permitted provided that the following conditions are met: - Redistributions of source code must retain the above copyright notice, this list of conditions and the following disclaimer. - Redistributions in binary form must reproduce the above copyright notice, this list of conditions and the following disclaimer in the documentation and/or other materials provided with the distribution. - Neither the name of Motorola Mobility nor the names of its contributors may be used to endorse or promote products derived from this software without specific prior written permission. THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. */ attribute vec3 vert; attribute vec3 normal; attribute vec2 texcoord; // matrix uniforms uniform mat4 u_mvMatrix; uniform vec3 u_eye; uniform mat4 u_normalMatrix; uniform mat4 u_projMatrix; uniform mat4 u_worldMatrix; uniform mat4 u_shadowLightWorld; uniform mat4 u_shadowBiasMatrix; uniform mat4 u_vShadowLight; uniform vec3 u_lightPos; // varyings varying vec4 vNormal; // w = texcoord.x varying vec4 vECPos; // w = texcoord.y varying vec3 vEyePos; varying vec4 vShadowCoord; varying vec2 vEnvTexCoord; varying float vDiffuseIntensity; #ifdef PC void main() { vNormal.w = texcoord.x; vECPos.w = texcoord.y; vEyePos = u_eye; // position normals and vert vECPos.xyz = (u_mvMatrix*vec4(vert, 1.0)).xyz; vNormal.xyz = (u_normalMatrix*vec4(normal, 0.0)).xyz; // pass along the geo gl_Position = u_projMatrix * vec4(vECPos.xyz, 1.0); mat4 shadowMat = u_shadowBiasMatrix*u_projMatrix*u_vShadowLight*u_worldMatrix; vShadowCoord = shadowMat * vec4(vert, 1.0); } #endif #ifdef DEVICE void main() { vNormal.w = texcoord.x; vECPos.w = texcoord.y; vEyePos = u_eye; // position normals and vert vECPos.xyz = (u_mvMatrix*vec4(vert, 1.0)).xyz; vNormal.xyz = (u_normalMatrix*vec4(normal, 0.0)).xyz; // pass along the geo gl_Position = u_projMatrix * vec4(vECPos.xyz, 1.0); //mat4 shadowMat = u_shadowBiasMatrix*u_projMatrix*u_vShadowLight*u_worldMatrix; //vShadowCoord = shadowMat * vec4(vert, 1.0); // normal mapping vec3 normal = normalize(vNormal.xyz); // create envmap coordinates vec3 r = reflect( vec3(vECPos.xyz - u_eye.xyz), normal); float m = 2.0 * length(r); vEnvTexCoord = vec2(r.x/m + 0.5, r.y/m + 0.5); vec3 lightDirection = normalize(u_lightPos - vECPos.xyz); vDiffuseIntensity = max(0.0, dot(normal, lightDirection)); } #endif