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/* <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> */
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
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