#version 120 varying vec4 color; varying vec4 texcoord; varying vec4 lmcoord; varying vec3 normal; varying vec3 tangent; varying vec3 binormal; //varying vec4 bloommask; //attribute vec4 mc_Entity; void main() { //bloommask = vec4(0.0); //if (mc_Entity.x == 8.0 || mc_Entity.x == 9.0) { // bloommask.x = 1.0f; //} gl_Position = ftransform(); color = gl_Color; texcoord = gl_TextureMatrix[0] * gl_MultiTexCoord0; lmcoord = gl_TextureMatrix[1] * gl_MultiTexCoord1; gl_FogFragCoord = gl_Position.z; normal = normalize(gl_NormalMatrix * gl_Normal); if (gl_Normal.x > 0.5) { // 1.0, 0.0, 0.0 tangent = normalize(gl_NormalMatrix * vec3( 0.0, 0.0, -1.0)); binormal = normalize(gl_NormalMatrix * vec3( 0.0, -1.0, 0.0)); } else if (gl_Normal.x < -0.5) { // -1.0, 0.0, 0.0 tangent = normalize(gl_NormalMatrix * vec3( 0.0, 0.0, 1.0)); binormal = normalize(gl_NormalMatrix * vec3( 0.0, -1.0, 0.0)); } else if (gl_Normal.y > 0.5) { // 0.0, 1.0, 0.0 tangent = normalize(gl_NormalMatrix * vec3( 1.0, 0.0, 0.0)); binormal = normalize(gl_NormalMatrix * vec3( 0.0, 0.0, 1.0)); } else if (gl_Normal.y < -0.5) { // 0.0, -1.0, 0.0 tangent = normalize(gl_NormalMatrix * vec3( 1.0, 0.0, 0.0)); binormal = normalize(gl_NormalMatrix * vec3( 0.0, 0.0, 1.0)); } else if (gl_Normal.z > 0.5) { // 0.0, 0.0, 1.0 tangent = normalize(gl_NormalMatrix * vec3( 1.0, 0.0, 0.0)); binormal = normalize(gl_NormalMatrix * vec3( 0.0, -1.0, 0.0)); } else if (gl_Normal.z < -0.5) { // 0.0, 0.0, -1.0 tangent = normalize(gl_NormalMatrix * vec3(-1.0, 0.0, 0.0)); binormal = normalize(gl_NormalMatrix * vec3( 0.0, -1.0, 0.0)); } }