uniform float uvScale = 1.0f; attribute mat4 transformmatrix; uniform float bumpTextureUVScale; void main() { mat4 mvp = gl_ModelViewMatrix * transformmatrix; mat4 mvpt = gl_ModelViewMatrixInverseTranspose * transformmatrix; //mat4 mvp2 = gl_ModelViewMatrix * transformmatrix; //mat4 mvp = gl_ModelViewMatrix; //mat4 mvpt = gl_ModelViewMatrixInverseTranspose; vec4 eyeSpacePos = mvp * gl_Vertex; vec4 t0 = vec4(gl_MultiTexCoord0.xyz, 0.0f); vec4 t1 = vec4(cross(gl_Normal.xyz, t0.xyz), 0.0f); vec3 coord3d = gl_Vertex.xyz; gl_TexCoord[0].xyz = (coord3d)*uvScale; gl_TexCoord[1] = eyeSpacePos; gl_FrontColor = gl_Color; gl_Position = gl_ProjectionMatrix*eyeSpacePos; gl_TexCoord[2] = mvpt * vec4(gl_Normal.xyz,0.0); gl_TexCoord[3] = mvpt * t0; gl_TexCoord[4] = mvpt * t1; gl_TexCoord[5].xy = vec2(dot(coord3d, t0.xyz), dot(coord3d, t1.xyz))*bumpTextureUVScale*2; gl_TexCoord[6].xyz = vec3(0,0,-100); // TODO: 2D UV are 0 and material id is -100 (first 3D texture) /* //vec4 eyeSpacePos2 = mvp2 * gl_Vertex; gl_TexCoord[0] = gl_MultiTexCoord0*uvScale; gl_TexCoord[1] = eyeSpacePos; gl_FrontColor = gl_Color; //gl_FrontColor.x += eyeSpacePos2.x; gl_Position = gl_ProjectionMatrix*eyeSpacePos; gl_TexCoord[2] = mvpt * vec4(gl_Normal.xyz,0.0); gl_ClipVertex = vec4(eyeSpacePos.xyz, 1.0f); */ }