/usr/share/oolite/Shaders/oolite-tangent-space-vertex.vertex is in oolite-data 1.77.1-3.
This file is owned by root:root, with mode 0o644.
The actual contents of the file can be viewed below.
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 | /*
oolite-tangent-space-vertex.vertex
Basic vertex shader for Oolite ships using tangent-space effects.
© 2008-2013 Jens Ayton
Permission is hereby granted, free of charge, to any person obtaining a copy
of this software and associated documentation files (the "Software"), to deal
in the Software without restriction, including without limitation the rights
to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
copies of the Software, and to permit persons to whom the Software is
furnished to do so, subject to the following conditions:
The above copyright notice and this permission notice shall be included in all
copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
SOFTWARE.
*/
attribute vec3 tangent;
// No vNormal, because normal is always 0,0,1 in tangent space.
varying vec3 vEyeVector;
varying vec2 vTexCoord;
varying vec3 vLight1Vector;
#ifndef OOSTD_DIFFUSE_MAP_IS_CUBE_MAP
#define OOSTD_DIFFUSE_MAP_IS_CUBE_MAP 0
#endif
#if OOSTD_DIFFUSE_MAP_IS_CUBE_MAP
varying vec3 vCubeTexCoords;
#endif
void main(void)
{
// Build tangent basis
vec3 n = normalize(gl_NormalMatrix * gl_Normal);
vec3 t = normalize(gl_NormalMatrix * tangent);
vec3 b = cross(n, t);
mat3 TBN = mat3(t, b, n);
vec3 eyeVector = -vec3(gl_ModelViewMatrix * gl_Vertex);
vEyeVector = eyeVector * TBN;
vec3 lightVector = gl_LightSource[1].position.xyz;
vLight1Vector = lightVector * TBN;
vTexCoord = gl_MultiTexCoord0.st;
#if OOSTD_DIFFUSE_MAP_IS_CUBE_MAP
vCubeTexCoords = gl_Vertex.xyz;
#endif
gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;
}
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