#version 120 const int nLightCount = 2; attribute vec4 in_vertex; attribute vec3 in_normal; attribute vec4 in_color; attribute vec2 in_uv; attribute vec4 in_uv2; uniform vec4 wsRot; varying float vertMask; varying vec3 npos; varying vec3 normal; varying vec2 uv, uv2; varying vec3 light[nLightCount]; varying vec4 pos; vec3 wsAllign(vec3 x){ return x + 2.0 * cross(wsRot.xyz, cross(wsRot.xyz, x) + wsRot.w * x); } vec3 toLinear(vec3 x) { return pow(x, vec3(2.2)); } void main() { pos = gl_ModelViewMatrix * in_vertex; // convert view, normal and light vectors to world space and quaternion correct for model rotation mat3 tcamrot = transpose(mat3x3(gl_ModelViewMatrix)); npos = (wsAllign(normalize(tcamrot * -pos.xyz))); // special view vector to correct just for cubemap reflections normal = (tcamrot * (gl_NormalMatrix * wsAllign(normalize(in_normal)))); for (int i = 0; i < nLightCount; i++) { light[i] = wsAllign(normalize((tcamrot * (((gl_LightSource[i].position)).xyz - pos.xyz)))); } vertMask = in_color.r; uv = in_uv; uv.y = 1.0 - uv.y; uv2 = in_uv2.xy; uv2.y = 1.0 - uv2.y; gl_Position = gl_ProjectionMatrix * pos; }