#line 20 void xlat_main( in vec4 position, in vec3 normal, in vec2 uv, out vec4 oPosition, out vec3 oUv, out vec3 oLightDir, out vec3 oHalfAngle, out vec4 oLightPosition0, out vec4 oLightPosition1, out vec4 oLightPosition2, out vec3 oNormal, vec4 lightPosition, vec3 eyePosition, mat4 worldViewProjMatrix, mat4 texWorldViewProjMatrix0, mat4 texWorldViewProjMatrix1, mat4 texWorldViewProjMatrix2 ) { #line 23 oPosition = (worldViewProjMatrix * position); oUv.xy = uv; #line 27 oUv.z = oPosition.z; #line 31 oLightDir = normalize((lightPosition.xyz - (position * lightPosition.w).xyz)); vec3 eyeDir = normalize((eyePosition - position.xyz)); #line 35 oHalfAngle = normalize((eyeDir + oLightDir)); oLightPosition0 = (texWorldViewProjMatrix0 * position); #line 39 oLightPosition1 = (texWorldViewProjMatrix1 * position); oLightPosition2 = (texWorldViewProjMatrix2 * position); oNormal = normal; } uniform vec4 xlu_lightPosition; uniform vec3 xlu_eyePosition; uniform mat4 xlu_worldViewProjMatrix; uniform mat4 xlu_texWorldViewProjMatrix0; uniform mat4 xlu_texWorldViewProjMatrix1; uniform mat4 xlu_texWorldViewProjMatrix2; varying vec3 xlv_TEXCOORD0; varying vec3 xlv_TEXCOORD1; varying vec3 xlv_TEXCOORD2; varying vec4 xlv_TEXCOORD3; varying vec4 xlv_TEXCOORD4; varying vec4 xlv_TEXCOORD5; varying vec3 xlv_TEXCOORD6; void main() { vec4 xlt_oPosition; vec3 xlt_oUv; vec3 xlt_oLightDir; vec3 xlt_oHalfAngle; vec4 xlt_oLightPosition0; vec4 xlt_oLightPosition1; vec4 xlt_oLightPosition2; vec3 xlt_oNormal; xlat_main( vec4(gl_Vertex), vec3(gl_Normal), vec2(gl_MultiTexCoord0), xlt_oPosition, xlt_oUv, xlt_oLightDir, xlt_oHalfAngle, xlt_oLightPosition0, xlt_oLightPosition1, xlt_oLightPosition2, xlt_oNormal, xlu_lightPosition, xlu_eyePosition, xlu_worldViewProjMatrix, xlu_texWorldViewProjMatrix0, xlu_texWorldViewProjMatrix1, xlu_texWorldViewProjMatrix2); gl_Position = vec4(xlt_oPosition); xlv_TEXCOORD0 = vec3(xlt_oUv); xlv_TEXCOORD1 = vec3(xlt_oLightDir); xlv_TEXCOORD2 = vec3(xlt_oHalfAngle); xlv_TEXCOORD3 = vec4(xlt_oLightPosition0); xlv_TEXCOORD4 = vec4(xlt_oLightPosition1); xlv_TEXCOORD5 = vec4(xlt_oLightPosition2); xlv_TEXCOORD6 = vec3(xlt_oNormal); } // uniforms: // eyePosition: type 11 arrsize 0 // lightPosition: type 12 arrsize 0 // texWorldViewProjMatrix0: type 21 arrsize 0 // texWorldViewProjMatrix1: type 21 arrsize 0 // texWorldViewProjMatrix2: type 21 arrsize 0 // worldViewProjMatrix: type 21 arrsize 0