+++ /dev/null
-/// ============================================================================
-/*
-Copyright (C) 2004 Robert Beckebans <trebor_7@users.sourceforge.net>
-Please see the file "CONTRIBUTORS" for a list of contributors
-
-This program is free software; you can redistribute it and/or
-modify it under the terms of the GNU Lesser General Public License
-as published by the Free Software Foundation; either version 2
-of the License, or (at your option) any later version.
-
-This program is distributed in the hope that it will be useful,
-but WITHOUT ANY WARRANTY; without even the implied warranty of
-MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
-
-See the GNU Lesser General Public License for more details.
-
-You should have received a copy of the GNU Lesser General Public License
-along with this program; if not, write to the Free Software
-Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
-*/
-/// ============================================================================
-
-attribute vec4 attr_TexCoord0;
-attribute vec3 attr_Tangent;
-attribute vec3 attr_Binormal;
-
-varying vec3 var_vertex;
-varying vec4 var_tex_diffuse_bump;
-varying vec2 var_tex_specular;
-varying vec4 var_tex_atten_xy_z;
-varying mat3 var_mat_os2ts;
-
-void main()
-{
- // transform vertex position into homogenous clip-space
- gl_Position = ftransform();
-
- // assign position in object space
- var_vertex = gl_Vertex.xyz;
-
- // transform texcoords into diffusemap texture space
- var_tex_diffuse_bump.st = (gl_TextureMatrix[0] * attr_TexCoord0).st;
-
- // transform texcoords into bumpmap texture space
- var_tex_diffuse_bump.pq = (gl_TextureMatrix[1] * attr_TexCoord0).st;
-
- // transform texcoords into specularmap texture space
- var_tex_specular = (gl_TextureMatrix[2] * attr_TexCoord0).st;
-
- // calc light xy,z attenuation in light space
- var_tex_atten_xy_z = gl_TextureMatrix[3] * gl_Vertex;
-
-
- // construct object-space-to-tangent-space 3x3 matrix
- var_mat_os2ts = mat3( attr_Tangent.x, attr_Binormal.x, gl_Normal.x,
- attr_Tangent.y, attr_Binormal.y, gl_Normal.y,
- attr_Tangent.z, attr_Binormal.z, gl_Normal.z );
-}