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// Copyright 2006-2010 (C) - Frictional Games
//
// This file is part of HPL1 Engine
//
// For conditions of distribution and use, see copyright notice in LICENSE-shaders
//
///////////////////////////////////////////////////////
/// DIFFUSE SPECULAR LIGHTING VERTEX PROGRAM //////////
///////////////////////////////////////////////////////
vec4 position = gl_Vertex;
vec3 normal = gl_Normal;
vec2 uv = gl_MultiTexCoord0.xy;
vec4 tangent = gl_MultiTexCoord1;
out vec4 vLightColor;
out vec2 vUv;
out vec3 vLightDir;
out vec3 vHalfVec;
uniform mat4 worldViewProj;
uniform vec3 EyePos;
uniform vec3 LightPos;
uniform vec4 LightColor;
uniform vec3 LightDirMul;
void main()
{
gl_Position = (worldViewProj * position);
vUv = uv;
vec3 lightDir = LightPos - position.xyz;
vLightDir = lightDir * LightDirMul;
//Calculate rotation for light to get it to tangent space.
vec3 binormal = cross(normal,tangent.xyz)*tangent.w;
mat3 rotation = transpose(mat3(tangent.xyz, binormal, normal));
//Transform the lightdir
vLightDir = (rotation * vLightDir);
//Get the halfvector for the specular term
vHalfVec = normalize(EyePos - position.xyz);
//transform to tangent space
vHalfVec = (rotation * vHalfVec);
vHalfVec = normalize(vLightDir)+vHalfVec;
vLightColor = clamp(LightColor, vec4(0.0), vec4(1.0));
}
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