openclonk/planet/Objects.ocd/normal_map_vertex.glsl

34 lines
515 B
GLSL

uniform mat4 projectionMatrix;
uniform mat4 modelviewMatrix;
varying vec3 normalDir;
#ifndef OPENCLONK
#define slice(x)
varying vec2 texcoord;
void main()
{
#endif
slice(texcoord)
{
texcoord = gl_MultiTexCoord0.xy;
}
slice(normal)
{
// Dummy variable, it's not used in the fragment shader.
// TODO: Improve construction of shaders so this is not needed.
normalDir = vec3(0.0, 0.0, 0.0);
}
slice(position)
{
gl_Position = projectionMatrix * modelviewMatrix * gl_Vertex;
}
#ifndef OPENCLONK
}
#endif