#version 300 es uniform mat4 glstate_matrix_mvp; in highp vec4 attrVertex; in mediump vec3 attrNormal; in mediump vec4 attrTangent; mat3 xll_transpose(mat3 m) { return mat3( m[0][0], m[1][0], m[2][0], m[0][1], m[1][1], m[2][1], m[0][2], m[1][2], m[2][2]); } mat3 xll_constructMat3(mat4 m) { return mat3(vec3(m[0]), vec3(m[1]), vec3(m[2])); } struct v2f_surf { highp vec4 pos; lowp vec3 lightDir; lowp vec3 viewDir; lowp vec3 worldN; }; struct appdata { highp vec4 vertex; mediump vec4 tangent; mediump vec3 normal; }; uniform highp mat4 _Object2World; uniform highp mat4 _World2Object; uniform highp vec3 _WorldSpaceCameraPos; uniform lowp vec4 _WorldSpaceLightPos0; uniform highp vec4 unity_Scale; highp vec3 ObjSpaceViewDir( in highp vec4 v ) { highp vec3 objSpaceCameraPos = (_World2Object * vec4(_WorldSpaceCameraPos.xyz, 1.0)).xyz * unity_Scale.w; return objSpaceCameraPos - v.xyz; } highp vec3 ObjSpaceLightDir( in highp vec4 v ) { highp vec3 objSpaceLightPos = (_World2Object * _WorldSpaceLightPos0).xyz; return objSpaceLightPos.xyz; } v2f_surf vert_surf (in appdata v) { v2f_surf o; o.pos = glstate_matrix_mvp * v.vertex; highp vec3 worldN = xll_constructMat3(_Object2World) * v.normal; o.worldN = worldN; mediump vec3 binormal = cross(v.normal, v.tangent.xyz) * v.tangent.w; mediump mat3 rotation = xll_transpose (mat3(v.tangent.xyz, binormal, v.normal)); mediump vec3 lightDir = rotation * ObjSpaceLightDir(v.vertex); o.lightDir = lightDir; highp vec3 viewDirForLight = rotation * ObjSpaceViewDir(v.vertex); o.viewDir = normalize( (lightDir + normalize( viewDirForLight )) ); return o; } out lowp vec3 varWorldN; out lowp vec3 varLightDir; out lowp vec3 varViewDir; void main() { appdata v; v.vertex = attrVertex; v.tangent = attrTangent; v.normal = attrNormal; v2f_surf rv = vert_surf(v); gl_Position = rv.pos; varWorldN = rv.worldN; varLightDir = rv.lightDir; varViewDir = rv.viewDir; }