+++ /dev/null
-uniform mat4 envmap_matrix;
-
-varying vec3 vdir, ldir[3], normal;
-varying vec4 shadow_tc;
-varying vec3 wdir;
-
-void main()
-{
- gl_Position = ftransform();
-
- vec3 vpos = (gl_ModelViewMatrix * gl_Vertex).xyz;
- normal = gl_NormalMatrix * gl_Normal;
- vdir = -vpos;
- wdir = (envmap_matrix * vec4(vdir, 1.0)).xyz; // bring back to world space
- ldir[0] = gl_LightSource[0].position.xyz - vpos;
- ldir[1] = gl_LightSource[1].position.xyz - vpos;
- ldir[2] = gl_LightSource[2].position.xyz - vpos;
- gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0;
-
- mat4 offmat = mat4(0.5, 0.0, 0.0, 0.0,
- 0.0, 0.5, 0.0, 0.0,
- 0.0, 0.0, 0.5, 0.0,
- 0.5, 0.5, 0.5, 1.0);
- mat4 tex_matrix = offmat * gl_TextureMatrix[1];
-
- shadow_tc = tex_matrix * vec4(vpos, 1.0);
-}