vec4 calcLighting(vec3 pos, vec3 norm, vec4 color, vec3 baseCol); mat4 getSkinnedTransform(); void default_scatter(vec3 viewVec, vec3 lightDir); attribute vec4 materialColor; attribute vec4 binormal; void main() { gl_TexCoord[0] = gl_MultiTexCoord0; vec4 pos; mat4 trans = getSkinnedTransform(); pos.x = dot(trans[0], gl_Vertex); pos.y = dot(trans[1], gl_Vertex); pos.z = dot(trans[2], gl_Vertex); pos.w = 1.0; vec3 norm; norm.x = dot(trans[0].xyz, gl_Normal); norm.y = dot(trans[1].xyz, gl_Normal); norm.z = dot(trans[2].xyz, gl_Normal); norm = normalize(norm); vec3 binorm; binorm.x = dot(trans[0].xyz, binormal.xyz); binorm.y = dot(trans[1].xyz, binormal.xyz); binorm.z = dot(trans[2].xyz, binormal.xyz); float spec = 1.0-max(dot(reflect(normalize(pos.xyz), norm),gl_LightSource[0].position.xyz), 0.0); spec *= spec; spec = 1.0-spec; vec4 color = calcLighting(pos.xyz, norm, materialColor, gl_Color.rgb); gl_FrontColor = color; gl_Position = gl_ProjectionMatrix * pos; vec3 N = norm; vec3 B = normalize(binorm); vec3 T = cross(N,B); //gl_TexCoord[1].xy = gl_MultiTexCoord0.xy + 1.0/512.0 * vec2(dot(T,gl_LightSource[0].position.xyz), // dot(B,gl_LightSource[0].position.xyz)); default_scatter(pos.xyz, gl_LightSource[0].position.xyz); }