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water.vs 871B

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  1. attribute vec4 Tangent;
  2. varying vec4 fragPos;
  3. varying vec3 T, B, N; //tangent binormal normal
  4. varying vec3 viewPos, worldPos;
  5. varying float timer;
  6. uniform mat4 ModelMatrix;
  7. mat3 m3( mat4 m )
  8. {
  9. mat3 result;
  10. result[0][0] = m[0][0];
  11. result[0][1] = m[0][1];
  12. result[0][2] = m[0][2];
  13. result[1][0] = m[1][0];
  14. result[1][1] = m[1][1];
  15. result[1][2] = m[1][2];
  16. result[2][0] = m[2][0];
  17. result[2][1] = m[2][1];
  18. result[2][2] = m[2][2];
  19. return result;
  20. }
  21. void main()
  22. {
  23. gl_TexCoord[0] = gl_MultiTexCoord0;
  24. vec3 pos = vec3(gl_Vertex);
  25. T = m3(ModelMatrix)*Tangent.xyz;
  26. B = m3(ModelMatrix)*cross(gl_Normal, Tangent.xyz);
  27. N = m3(ModelMatrix)*gl_Normal;
  28. worldPos = vec3(ModelMatrix*gl_Vertex);
  29. fragPos = ftransform();
  30. viewPos = pos - m3(ModelMatrix)*gl_ModelViewMatrixInverse[3].xyz;
  31. gl_Position = ftransform();
  32. //timer = gl_Color.r*2.0;
  33. }