--- /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 );
+}