/* <copyright> This file contains proprietary software owned by Motorola Mobility, Inc.<br/> No rights, expressed or implied, whatsoever to this software are provided by Motorola Mobility, Inc. hereunder.<br/> (c) Copyright 2011 Motorola Mobility, Inc. All Rights Reserved. </copyright> */ // attributes attribute vec3 a_pos; attribute vec3 a_normal; attribute vec2 a_texcoord; // uniforms uniform mat4 u_worldMatrix; uniform mat4 u_viewMatrix; uniform mat4 u_projMatrix; uniform mat4 u_mvMatrix; uniform mat4 u_normalMatrix; uniform mat4 u_uvMatrix; uniform vec3 u_eye; // attributes #if defined( MATERIAL ) uniform vec4 u_ambientColor; uniform vec4 u_diffuseColor; uniform vec4 u_specularColor; uniform float u_specularPower; #endif #if defined( LIGHTING ) varying vec3 v_normal; #if defined( LIGHT_0 ) uniform int u_light0Type; uniform vec3 u_light0Pos; uniform vec3 u_light0Dir; uniform vec3 u_light0Atten; uniform vec2 u_light0Spot; uniform vec4 u_light0Color; uniform vec4 u_light0Specular; varying vec3 v_light0Dir; varying vec3 v_light0SpotDir; #endif #if defined( LIGHT_1 ) uniform int u_light1Type; uniform vec3 u_light1Pos; uniform vec3 u_light1Dir; uniform vec3 u_light1Atten; uniform vec2 u_light1Spot; uniform vec3 u_light1Color; uniform vec4 u_light1Specular; varying vec3 v_light1Dir; varying vec3 v_light1SpotDir; #endif #if defined( LIGHT_2 ) uniform int u_light2Type; // 0 - dir, 1 - point, 2 - spot uniform vec3 u_light2Pos; uniform vec3 u_light2Dir; uniform vec3 u_light2Atten; uniform vec2 u_light2Spot; // 0 - spot light cutoff angle, 1 - spot light exponent uniform vec3 u_light2Color; uniform vec4 u_light2Specular; varying vec3 v_light2Dir; varying vec3 v_light2SpotDir; #endif #if defined( LIGHT_3 ) uniform int u_light3Type; uniform vec3 u_light3Pos; uniform vec3 u_light3Dir; uniform vec3 u_light3Atten; uniform vec2 u_light3Spot; uniform vec3 u_light3Color; uniform vec4 u_light3Specular; varying vec3 v_light3Dir; varying vec3 v_light3SpotDir; #endif #endif #if defined( ENVIRONMENT_MAP ) uniform float u_envReflection; #endif varying vec3 v_mvPos; varying vec3 v_eyeDir; varying vec2 v_texcoord; #if defined( PC ) void main() { // position normals and vert v_mvPos = ( u_mvMatrix * vec4( a_pos, 1.0 ) ).xyz; v_texcoord = (u_uvMatrix * vec4(a_texcoord, 0, 1.0)).xy; #if ( defined( LIGHTING ) || defined( ENVIRONMENT_MAP ) ) v_normal = ( u_normalMatrix * vec4( a_normal, 0.0 ) ).xyz; #endif #if defined( LIGHTING ) v_eyeDir = vec3(-u_viewMatrix[3][0], -u_viewMatrix[3][1], -u_viewMatrix[3][2]); #if defined( LIGHT_0 ) { vec3 lpos = ( u_viewMatrix * vec4( u_light0Pos, 1.0 ) ).xyz; #if ( LIGHT_0 == 0 ) v_light0Dir = ( u_viewMatrix * vec4( -u_light0Dir, 0.0 ) ).xyz; #else v_light0Dir = lpos - v_mvPos; #if ( LIGHT_0 == 2 ) v_light0SpotDir = (u_viewMatrix * vec4( -u_light0Dir, 0.0 )).xyz; #endif // ( LIGHT_0 == 2 ) #endif // ( LIGHT_0 == 0 ) } #endif // defined( LIGHT_0 ) #if defined( LIGHT_1 ) { vec3 lpos = ( u_viewMatrix * vec4( u_light1Pos, 1.0 ) ).xyz; #if ( LIGHT_1 == 0 ) v_light1Dir = ( u_viewMatrix * vec4( -u_light1Dir, 0.0 ) ).xyz; #else v_light1Dir = lpos - v_mvPos; #if ( LIGHT_1 == 2 ) v_light1SpotDir = (u_viewMatrix * vec4( -u_light1Dir, 0.0 )).xyz; #endif // ( LIGHT_1 == 2 ) #endif // ( LIGHT_1 == 0 ) } #endif // defined( LIGHT_1 ) #if defined( LIGHT_2 ) { vec3 lpos = ( u_viewMatrix * vec4( u_light2Pos, 1.0 ) ).xyz; #if ( LIGHT_2 == 0 ) v_light2Dir = ( u_viewMatrix * vec4( -u_light2Dir, 0.0 ) ).xyz; #else v_light2Dir = lpos - v_mvPos; #if ( LIGHT_2 == 2 ) v_light2SpotDir = (u_viewMatrix * vec4( -u_light2Dir, 0.0 )).xyz; #endif // ( LIGHT_2 == 2 ) #endif // ( LIGHT_2 == 0 ) } #endif // defined( LIGHT_2 ) #if defined( LIGHT_3 ) { vec3 lpos = ( u_viewMatrix * vec4( u_light3Pos, 1.0 ) ).xyz; #if ( LIGHT_3 == 0 ) v_light3Dir = ( u_viewMatrix * vec4( -u_light3Dir, 0.0 ) ).xyz; #else v_light3Dir = lpos - v_mvPos; #if ( LIGHT_3 == 2 ) v_light3SpotDir = (u_viewMatrix * vec4( -u_light3Dir, 0.0 )).xyz; #endif // ( LIGHT_3 == 2 ) #endif // ( LIGHT_3 == 0 ) } #endif // defined( LIGHT_3 ) #endif // defined( LIGHTING ) // pass along the geo gl_Position = u_projMatrix * vec4(v_mvPos, 1.0); } #endif