mat3 xll_constructMat3( mat4 m) { return mat3( vec3( m[0]), vec3( m[1]), vec3( m[2])); } struct v2f_vertex_lit { vec2 uv; vec4 diff; vec4 spec; }; struct v2f_img { vec4 pos; vec2 uv; }; struct appdata_img { vec4 vertex; vec2 texcoord; }; struct SurfaceOutput { vec3 Albedo; vec3 Normal; vec3 Emission; float Specular; float Gloss; float Alpha; }; struct Input { vec2 uv_MainTex; vec2 uv_BumpMap; }; struct v2f_surf { vec4 pos; vec4 hip_pack0; vec3 TtoV0; vec3 TtoV1; vec3 TtoV2; }; struct appdata_full { vec4 vertex; vec4 tangent; vec3 normal; vec4 texcoord; vec4 texcoord1; vec4 color; }; uniform vec4 _BumpMap_ST; uniform vec4 _MainTex_ST; v2f_surf vert_surf( in appdata_full v ); v2f_surf vert_surf( in appdata_full v ) { v2f_surf o; vec3 binormal; mat3 rotation; o.pos = ( gl_ModelViewProjectionMatrix * v.vertex ); o.hip_pack0.xy = ((v.texcoord.xy * _MainTex_ST.xy ) + _MainTex_ST.zw ); o.hip_pack0.zw = ((v.texcoord.xy * _BumpMap_ST.xy ) + _BumpMap_ST.zw ); binormal = (cross( v.normal, v.tangent.xyz ) * v.tangent.w ); rotation = mat3( v.tangent.x , binormal.x , v.normal.x , v.tangent.y , binormal.y , v.normal.y , v.tangent.z , binormal.z , v.normal.z ); o.TtoV0 = ( rotation * xll_constructMat3( gl_ModelViewMatrixInverseTranspose)[ 0 ].xyz ); o.TtoV1 = ( rotation * xll_constructMat3( gl_ModelViewMatrixInverseTranspose)[ 1 ].xyz ); o.TtoV2 = ( rotation * xll_constructMat3( gl_ModelViewMatrixInverseTranspose)[ 2 ].xyz ); return o; } attribute vec4 TANGENT; void main() { v2f_surf xl_retval; appdata_full xlt_v; xlt_v.vertex = vec4( gl_Vertex); xlt_v.tangent = vec4( TANGENT); xlt_v.normal = vec3( gl_Normal); xlt_v.texcoord = vec4( gl_MultiTexCoord0); xlt_v.texcoord1 = vec4( gl_MultiTexCoord1); xlt_v.color = vec4( gl_Color); xl_retval = vert_surf( xlt_v); gl_Position = vec4( xl_retval.pos); gl_TexCoord[0] = vec4( xl_retval.hip_pack0); gl_TexCoord[1] = vec4( xl_retval.TtoV0, 0.0); gl_TexCoord[2] = vec4( xl_retval.TtoV1, 0.0); gl_TexCoord[3] = vec4( xl_retval.TtoV2, 0.0); }