aboutsummaryrefslogtreecommitdiff
path: root/client/shaders
diff options
context:
space:
mode:
Diffstat (limited to 'client/shaders')
-rw-r--r--client/shaders/alpha_shader/opengl_fragment.glsl37
-rw-r--r--client/shaders/alpha_shader/opengl_vertex.glsl21
-rw-r--r--client/shaders/leaves_shader/opengl_fragment.glsl14
-rw-r--r--client/shaders/leaves_shader/opengl_vertex.glsl44
-rw-r--r--client/shaders/liquids_shader/opengl_fragment.glsl15
-rw-r--r--client/shaders/liquids_shader/opengl_vertex.glsl24
-rw-r--r--client/shaders/plants_shader/opengl_fragment.glsl15
-rw-r--r--client/shaders/plants_shader/opengl_vertex.glsl45
-rw-r--r--client/shaders/solids_shader/opengl_fragment.glsl38
-rw-r--r--client/shaders/solids_shader/opengl_vertex.glsl21
10 files changed, 130 insertions, 144 deletions
diff --git a/client/shaders/alpha_shader/opengl_fragment.glsl b/client/shaders/alpha_shader/opengl_fragment.glsl
index 3c0f35eae..6ed00be25 100644
--- a/client/shaders/alpha_shader/opengl_fragment.glsl
+++ b/client/shaders/alpha_shader/opengl_fragment.glsl
@@ -1,45 +1,44 @@
-#version 120
-
uniform sampler2D baseTexture;
uniform sampler2D normalTexture;
uniform sampler2D useNormalmap;
-uniform float enableBumpmapping;
-uniform float enableParallaxOcclusion;
-uniform float parallaxOcclusionScale;
-uniform float parallaxOcclusionBias;
-
-
uniform vec4 skyBgColor;
uniform float fogDistance;
+uniform vec3 eyePosition;
varying vec3 vPosition;
-varying vec3 tsEyeVec;
varying vec3 eyeVec;
+#ifdef ENABLE_PARALLAX_OCCLUSION
+varying vec3 tsEyeVec;
+#endif
+
const float e = 2.718281828459;
void main (void)
{
vec3 color;
vec2 uv = gl_TexCoord[0].st;
-
-#ifdef NORMALS
+
+#ifdef USE_NORMALMAPS
+ float use_normalmap = texture2D(useNormalmap,vec2(1.0,1.0)).r;
+#endif
+
+#ifdef ENABLE_PARALLAX_OCCLUSION
float height;
vec2 tsEye = vec2(tsEyeVec.x,-tsEyeVec.y);
-
- float use_normalmap = texture2D(useNormalmap,vec2(1.0,1.0)).r;
- float enable_bumpmapping = enableBumpmapping;
-
- if ((enableParallaxOcclusion == 1.0) && (use_normalmap > 0.0)) {
+
+ if (use_normalmap > 0.0) {
float map_height = texture2D(normalTexture, uv).a;
if (map_height < 1.0){
- float height = parallaxOcclusionScale * map_height - parallaxOcclusionBias;
+ float height = PARALLAX_OCCLUSION_SCALE * map_height - PARALLAX_OCCLUSION_BIAS;
uv = uv + height * tsEye;
}
}
+#endif
- if ((enable_bumpmapping == 1.0) && (use_normalmap > 0.0)) {
+#ifdef ENABLE_BUMPMAPPING
+ if (use_normalmap > 0.0) {
vec3 base = texture2D(baseTexture, uv).rgb;
vec3 vVec = normalize(eyeVec);
vec3 bump = normalize(texture2D(normalTexture, uv).xyz * 2.0 - 1.0);
@@ -68,5 +67,5 @@ void main (void)
float d = max(0.0, min(vPosition.z / fogDistance * 1.5 - 0.6, 1.0));
col = mix(col, skyBgColor, d);
}
- gl_FragColor = vec4(col.r, col.g, col.b, alpha);
+ gl_FragColor = vec4(col.r, col.g, col.b, alpha);
}
diff --git a/client/shaders/alpha_shader/opengl_vertex.glsl b/client/shaders/alpha_shader/opengl_vertex.glsl
index c26fdd3d5..e359955d0 100644
--- a/client/shaders/alpha_shader/opengl_vertex.glsl
+++ b/client/shaders/alpha_shader/opengl_vertex.glsl
@@ -1,5 +1,3 @@
-#version 120
-
uniform mat4 mWorldViewProj;
uniform mat4 mInvWorld;
uniform mat4 mTransWorld;
@@ -9,14 +7,19 @@ uniform vec3 eyePosition;
varying vec3 vPosition;
varying vec3 eyeVec;
+
+#ifdef ENABLE_PARALLAX_OCCLUSION
varying vec3 tsEyeVec;
+#endif
void main(void)
{
gl_Position = mWorldViewProj * gl_Vertex;
vPosition = (mWorldViewProj * gl_Vertex).xyz;
+ eyeVec = (gl_ModelViewMatrix * gl_Vertex).xyz;
- vec3 normal,tangent,binormal;
+#ifdef ENABLE_PARALLAX_OCCLUSION
+ vec3 normal,tangent,binormal;
normal = normalize(gl_NormalMatrix * gl_Normal);
if (gl_Normal.x > 0.5) {
@@ -44,14 +47,14 @@ void main(void)
tangent = normalize(gl_NormalMatrix * vec3(-1.0, 0.0, 0.0));
binormal = normalize(gl_NormalMatrix * vec3( 0.0, -1.0, 0.0));
}
-
- mat3 tbnMatrix = mat3(tangent.x, binormal.x, normal.x,
- tangent.y, binormal.y, normal.y,
- tangent.z, binormal.z, normal.z);
- eyeVec = (gl_ModelViewMatrix * gl_Vertex).xyz;
+ mat3 tbnMatrix = mat3( tangent.x, binormal.x, normal.x,
+ tangent.y, binormal.y, normal.y,
+ tangent.z, binormal.z, normal.z);
+
tsEyeVec = normalize(eyeVec * tbnMatrix);
-
+#endif
+
vec4 color;
//color = vec4(1.0, 1.0, 1.0, 1.0);
diff --git a/client/shaders/leaves_shader/opengl_fragment.glsl b/client/shaders/leaves_shader/opengl_fragment.glsl
index 00b6884ab..31981f9b9 100644
--- a/client/shaders/leaves_shader/opengl_fragment.glsl
+++ b/client/shaders/leaves_shader/opengl_fragment.glsl
@@ -1,18 +1,13 @@
-#version 120
-
uniform sampler2D baseTexture;
uniform sampler2D normalTexture;
uniform sampler2D useNormalmap;
-uniform float enableBumpmapping;
-
uniform vec4 skyBgColor;
uniform float fogDistance;
uniform vec3 eyePosition;
varying vec3 vPosition;
varying vec3 eyeVec;
-varying vec4 vColor;
const float e = 2.718281828459;
@@ -21,11 +16,12 @@ void main (void)
vec3 color;
vec2 uv = gl_TexCoord[0].st;
-#ifdef NORMALS
+#ifdef USE_NORMALMAPS
float use_normalmap = texture2D(useNormalmap,vec2(1.0,1.0)).r;
- float enable_bumpmapping = enableBumpmapping;
+#endif
- if ((enable_bumpmapping == 1.0) && (use_normalmap > 0.0)) {
+#ifdef ENABLE_BUMPMAPPING
+ if (use_normalmap > 0.0) {
vec3 base = texture2D(baseTexture, uv).rgb;
vec3 vVec = normalize(eyeVec);
vec3 bump = normalize(texture2D(normalTexture, uv).xyz * 2.0 - 1.0);
@@ -54,5 +50,5 @@ void main (void)
float d = max(0.0, min(vPosition.z / fogDistance * 1.5 - 0.6, 1.0));
col = mix(col, skyBgColor, d);
}
- gl_FragColor = vec4(col.r, col.g, col.b, alpha);
+ gl_FragColor = vec4(col.r, col.g, col.b, alpha);
}
diff --git a/client/shaders/leaves_shader/opengl_vertex.glsl b/client/shaders/leaves_shader/opengl_vertex.glsl
index 8dfb0669e..3702b1b50 100644
--- a/client/shaders/leaves_shader/opengl_vertex.glsl
+++ b/client/shaders/leaves_shader/opengl_vertex.glsl
@@ -1,40 +1,40 @@
-#version 120
-
uniform mat4 mWorldViewProj;
uniform mat4 mInvWorld;
uniform mat4 mTransWorld;
uniform float dayNightRatio;
uniform float animationTimer;
-uniform float enableWavingLeaves;
uniform vec3 eyePosition;
varying vec3 vPosition;
varying vec3 eyeVec;
-float smoothCurve( float x ) {
- return x * x *( 3.0 - 2.0 * x );
-}
-float triangleWave( float x ) {
- return abs( fract( x + 0.5 ) * 2.0 - 1.0 );
-}
-float smoothTriangleWave( float x ) {
- return smoothCurve( triangleWave( x ) ) * 2.0 - 1.0;
-}
+#ifdef ENABLE_WAVING_LEAVES
+float smoothCurve( float x ) {
+ return x * x *( 3.0 - 2.0 * x );
+}
+float triangleWave( float x ) {
+ return abs( fract( x + 0.5 ) * 2.0 - 1.0 );
+}
+float smoothTriangleWave( float x ) {
+ return smoothCurve( triangleWave( x ) ) * 2.0 - 1.0;
+}
+#endif
void main(void)
{
gl_TexCoord[0] = gl_MultiTexCoord0;
- if (enableWavingLeaves == 1.0){
- vec4 pos = gl_Vertex;
- vec4 pos2 = mTransWorld*gl_Vertex;
- pos.x += (smoothTriangleWave(animationTimer*10.0 + pos2.x * 0.01 + pos2.z * 0.01) * 2.0 - 1.0) * 0.4;
- pos.y += (smoothTriangleWave(animationTimer*15.0 + pos2.x * -0.01 + pos2.z * -0.01) * 2.0 - 1.0) * 0.2;
- pos.z += (smoothTriangleWave(animationTimer*10.0 + pos2.x * -0.01 + pos2.z * -0.01) * 2.0 - 1.0) * 0.4;
- gl_Position = mWorldViewProj * pos;
- }
- else
- gl_Position = mWorldViewProj * gl_Vertex;
+
+#ifdef ENABLE_WAVING_LEAVES
+ vec4 pos = gl_Vertex;
+ vec4 pos2 = mTransWorld*gl_Vertex;
+ pos.x += (smoothTriangleWave(animationTimer*10.0 + pos2.x * 0.01 + pos2.z * 0.01) * 2.0 - 1.0) * 0.4;
+ pos.y += (smoothTriangleWave(animationTimer*15.0 + pos2.x * -0.01 + pos2.z * -0.01) * 2.0 - 1.0) * 0.2;
+ pos.z += (smoothTriangleWave(animationTimer*10.0 + pos2.x * -0.01 + pos2.z * -0.01) * 2.0 - 1.0) * 0.4;
+ gl_Position = mWorldViewProj * pos;
+#else
+ gl_Position = mWorldViewProj * gl_Vertex;
+#endif
vPosition = (mWorldViewProj * gl_Vertex).xyz;
diff --git a/client/shaders/liquids_shader/opengl_fragment.glsl b/client/shaders/liquids_shader/opengl_fragment.glsl
index b9156d06e..cab8d8e01 100644
--- a/client/shaders/liquids_shader/opengl_fragment.glsl
+++ b/client/shaders/liquids_shader/opengl_fragment.glsl
@@ -1,11 +1,7 @@
-#version 120
-
uniform sampler2D baseTexture;
uniform sampler2D normalTexture;
uniform sampler2D useNormalmap;
-uniform float enableBumpmapping;
-
uniform vec4 skyBgColor;
uniform float fogDistance;
uniform vec3 eyePosition;
@@ -19,12 +15,13 @@ void main (void)
{
vec3 color;
vec2 uv = gl_TexCoord[0].st;
-
-#ifdef NORMALS
+
+#ifdef USE_NORMALMAPS
float use_normalmap = texture2D(useNormalmap,vec2(1.0,1.0)).r;
- float enable_bumpmapping = enableBumpmapping;
+#endif
- if ((enable_bumpmapping == 1.0) && (use_normalmap > 0.0)) {
+#ifdef ENABLE_BUMPMAPPING
+ if (use_normalmap > 0.0) {
vec3 base = texture2D(baseTexture, uv).rgb;
vec3 vVec = normalize(eyeVec);
vec3 bump = normalize(texture2D(normalTexture, uv).xyz * 2.0 - 1.0);
@@ -53,5 +50,5 @@ void main (void)
float d = max(0.0, min(vPosition.z / fogDistance * 1.5 - 0.6, 1.0));
alpha = mix(alpha, 0.0, d);
}
- gl_FragColor = vec4(col.r, col.g, col.b, alpha);
+ gl_FragColor = vec4(col.r, col.g, col.b, alpha);
}
diff --git a/client/shaders/liquids_shader/opengl_vertex.glsl b/client/shaders/liquids_shader/opengl_vertex.glsl
index 8ceb9f2cb..e8f185825 100644
--- a/client/shaders/liquids_shader/opengl_vertex.glsl
+++ b/client/shaders/liquids_shader/opengl_vertex.glsl
@@ -1,16 +1,9 @@
-#version 120
-
uniform mat4 mWorldViewProj;
uniform mat4 mInvWorld;
uniform mat4 mTransWorld;
uniform float dayNightRatio;
uniform float animationTimer;
-uniform float enableWavingWater;
-uniform float waterWaveLength;
-uniform float waterWaveHeight;
-uniform float waterWaveSpeed;
-
uniform vec3 eyePosition;
varying vec3 vPosition;
@@ -18,14 +11,15 @@ varying vec3 eyeVec;
void main(void)
{
- if (enableWavingWater == 1.0){
- vec4 pos2 = gl_Vertex;
- pos2.y -= 2.0;
- pos2.y -= sin (pos2.z/waterWaveLength + animationTimer * waterWaveSpeed * waterWaveLength) * waterWaveHeight
- + sin ((pos2.z/waterWaveLength + animationTimer * waterWaveSpeed * waterWaveLength) / 7.0) * waterWaveHeight;
- gl_Position = mWorldViewProj * pos2;
- } else
- gl_Position = mWorldViewProj * gl_Vertex;
+#ifdef ENABLE_WAVING_WATER
+ vec4 pos2 = gl_Vertex;
+ pos2.y -= 2.0;
+ pos2.y -= sin (pos2.z/WATER_WAVE_LENGTH + animationTimer * WATER_WAVE_SPEED * WATER_WAVE_LENGTH) * WATER_WAVE_HEIGHT
+ + sin ((pos2.z/WATER_WAVE_LENGTH + animationTimer * WATER_WAVE_SPEED * WATER_WAVE_LENGTH) / 7.0) * WATER_WAVE_HEIGHT;
+ gl_Position = mWorldViewProj * pos2;
+#else
+ gl_Position = mWorldViewProj * gl_Vertex;
+#endif
eyeVec = (gl_ModelViewMatrix * gl_Vertex).xyz;
vPosition = (mWorldViewProj * gl_Vertex).xyz;
diff --git a/client/shaders/plants_shader/opengl_fragment.glsl b/client/shaders/plants_shader/opengl_fragment.glsl
index abbcada88..31981f9b9 100644
--- a/client/shaders/plants_shader/opengl_fragment.glsl
+++ b/client/shaders/plants_shader/opengl_fragment.glsl
@@ -1,11 +1,7 @@
-#version 120
-
uniform sampler2D baseTexture;
uniform sampler2D normalTexture;
uniform sampler2D useNormalmap;
-uniform float enableBumpmapping;
-
uniform vec4 skyBgColor;
uniform float fogDistance;
uniform vec3 eyePosition;
@@ -19,12 +15,13 @@ void main (void)
{
vec3 color;
vec2 uv = gl_TexCoord[0].st;
-
-#ifdef NORMALS
+
+#ifdef USE_NORMALMAPS
float use_normalmap = texture2D(useNormalmap,vec2(1.0,1.0)).r;
- float enable_bumpmapping = enableBumpmapping;
+#endif
- if ((enable_bumpmapping == 1.0) && (use_normalmap > 0.0)) {
+#ifdef ENABLE_BUMPMAPPING
+ if (use_normalmap > 0.0) {
vec3 base = texture2D(baseTexture, uv).rgb;
vec3 vVec = normalize(eyeVec);
vec3 bump = normalize(texture2D(normalTexture, uv).xyz * 2.0 - 1.0);
@@ -53,5 +50,5 @@ void main (void)
float d = max(0.0, min(vPosition.z / fogDistance * 1.5 - 0.6, 1.0));
col = mix(col, skyBgColor, d);
}
- gl_FragColor = vec4(col.r, col.g, col.b, alpha);
+ gl_FragColor = vec4(col.r, col.g, col.b, alpha);
}
diff --git a/client/shaders/plants_shader/opengl_vertex.glsl b/client/shaders/plants_shader/opengl_vertex.glsl
index c1bdd62a9..7987fc16d 100644
--- a/client/shaders/plants_shader/opengl_vertex.glsl
+++ b/client/shaders/plants_shader/opengl_vertex.glsl
@@ -1,43 +1,42 @@
-#version 120
-
uniform mat4 mWorldViewProj;
uniform mat4 mInvWorld;
uniform mat4 mTransWorld;
uniform float dayNightRatio;
uniform float animationTimer;
-uniform float enableWavingPlants;
-
uniform vec3 eyePosition;
varying vec3 vPosition;
varying vec3 eyeVec;
-float smoothCurve( float x ) {
- return x * x *( 3.0 - 2.0 * x );
-}
-float triangleWave( float x ) {
- return abs( fract( x + 0.5 ) * 2.0 - 1.0 );
-}
-float smoothTriangleWave( float x ) {
- return smoothCurve( triangleWave( x ) ) * 2.0 - 1.0;
-}
+#ifdef ENABLE_WAVING_PLANTS
+float smoothCurve( float x ) {
+ return x * x *( 3.0 - 2.0 * x );
+}
+float triangleWave( float x ) {
+ return abs( fract( x + 0.5 ) * 2.0 - 1.0 );
+}
+float smoothTriangleWave( float x ) {
+ return smoothCurve( triangleWave( x ) ) * 2.0 - 1.0;
+}
+#endif
void main(void)
{
gl_TexCoord[0] = gl_MultiTexCoord0;
- if (enableWavingPlants == 1.0){
- vec4 pos = gl_Vertex;
- vec4 pos2 = mTransWorld * gl_Vertex;
- if (gl_TexCoord[0].y < 0.05) {
- pos.x += (smoothTriangleWave(animationTimer * 20.0 + pos2.x * 0.1 + pos2.z * 0.1) * 2.0 - 1.0) * 0.8;
- pos.y -= (smoothTriangleWave(animationTimer * 10.0 + pos2.x * -0.5 + pos2.z * -0.5) * 2.0 - 1.0) * 0.4;
- }
- gl_Position = mWorldViewProj * pos;
+
+#ifdef ENABLE_WAVING_PLANTS
+ vec4 pos = gl_Vertex;
+ vec4 pos2 = mTransWorld * gl_Vertex;
+ if (gl_TexCoord[0].y < 0.05) {
+ pos.x += (smoothTriangleWave(animationTimer * 20.0 + pos2.x * 0.1 + pos2.z * 0.1) * 2.0 - 1.0) * 0.8;
+ pos.y -= (smoothTriangleWave(animationTimer * 10.0 + pos2.x * -0.5 + pos2.z * -0.5) * 2.0 - 1.0) * 0.4;
}
- else
- gl_Position = mWorldViewProj * gl_Vertex;
+ gl_Position = mWorldViewProj * pos;
+#else
+ gl_Position = mWorldViewProj * gl_Vertex;
+#endif
vPosition = (mWorldViewProj * gl_Vertex).xyz;
eyeVec = (gl_ModelViewMatrix * gl_Vertex).xyz;
diff --git a/client/shaders/solids_shader/opengl_fragment.glsl b/client/shaders/solids_shader/opengl_fragment.glsl
index 0b6d8f3fc..d81506a4f 100644
--- a/client/shaders/solids_shader/opengl_fragment.glsl
+++ b/client/shaders/solids_shader/opengl_fragment.glsl
@@ -1,23 +1,17 @@
-#version 120
-
uniform sampler2D baseTexture;
uniform sampler2D normalTexture;
uniform sampler2D useNormalmap;
-uniform float enableBumpmapping;
-uniform float enableParallaxOcclusion;
-uniform float parallaxOcclusionScale;
-uniform float parallaxOcclusionBias;
-
-
uniform vec4 skyBgColor;
uniform float fogDistance;
uniform vec3 eyePosition;
varying vec3 vPosition;
-varying vec3 tsEyeVec;
varying vec3 eyeVec;
-varying vec4 vColor;
+
+#ifdef ENABLE_PARALLAX_OCCLUSION
+varying vec3 tsEyeVec;
+#endif
const float e = 2.718281828459;
@@ -25,21 +19,24 @@ void main (void)
{
vec3 color;
vec2 uv = gl_TexCoord[0].st;
-
-#ifdef NORMALS
+
+#ifdef USE_NORMALMAPS
+ float use_normalmap = texture2D(useNormalmap,vec2(1.0,1.0)).r;
+#endif
+
+#ifdef ENABLE_PARALLAX_OCCLUSION
float height;
vec2 tsEye = vec2(tsEyeVec.x,-tsEyeVec.y);
-
- float use_normalmap = texture2D(useNormalmap,vec2(1.0,1.0)).r;
- float enable_bumpmapping = enableBumpmapping;
-
- if ((enableParallaxOcclusion == 1.0) && (use_normalmap > 0.0)) {
+
+ if (use_normalmap > 0.0) {
float map_height = texture2D(normalTexture, uv).a;
if (map_height < 1.0){
- float height = parallaxOcclusionScale * map_height - parallaxOcclusionBias;
+ float height = PARALLAX_OCCLUSION_SCALE * map_height - PARALLAX_OCCLUSION_BIAS;
uv = uv + height * tsEye;
}
}
+#endif
+
/* Steep parallax code, for future use
if ((parallaxMappingMode == 2.0) && (use_normalmap > 0.0)) {
const float numSteps = 40.0;
@@ -59,7 +56,8 @@ void main (void)
}
*/
- if ((enable_bumpmapping == 1.0) && (use_normalmap > 0.0)) {
+#ifdef ENABLE_BUMPMAPPING
+ if (use_normalmap > 0.0) {
vec3 base = texture2D(baseTexture, uv).rgb;
vec3 vVec = normalize(eyeVec);
vec3 bump = normalize(texture2D(normalTexture, uv).xyz * 2.0 - 1.0);
@@ -88,5 +86,5 @@ void main (void)
float d = max(0.0, min(vPosition.z / fogDistance * 1.5 - 0.6, 1.0));
col = mix(col, skyBgColor, d);
}
- gl_FragColor = vec4(col.r, col.g, col.b, alpha);
+ gl_FragColor = vec4(col.r, col.g, col.b, alpha);
}
diff --git a/client/shaders/solids_shader/opengl_vertex.glsl b/client/shaders/solids_shader/opengl_vertex.glsl
index c26fdd3d5..e359955d0 100644
--- a/client/shaders/solids_shader/opengl_vertex.glsl
+++ b/client/shaders/solids_shader/opengl_vertex.glsl
@@ -1,5 +1,3 @@
-#version 120
-
uniform mat4 mWorldViewProj;
uniform mat4 mInvWorld;
uniform mat4 mTransWorld;
@@ -9,14 +7,19 @@ uniform vec3 eyePosition;
varying vec3 vPosition;
varying vec3 eyeVec;
+
+#ifdef ENABLE_PARALLAX_OCCLUSION
varying vec3 tsEyeVec;
+#endif
void main(void)
{
gl_Position = mWorldViewProj * gl_Vertex;
vPosition = (mWorldViewProj * gl_Vertex).xyz;
+ eyeVec = (gl_ModelViewMatrix * gl_Vertex).xyz;
- vec3 normal,tangent,binormal;
+#ifdef ENABLE_PARALLAX_OCCLUSION
+ vec3 normal,tangent,binormal;
normal = normalize(gl_NormalMatrix * gl_Normal);
if (gl_Normal.x > 0.5) {
@@ -44,14 +47,14 @@ void main(void)
tangent = normalize(gl_NormalMatrix * vec3(-1.0, 0.0, 0.0));
binormal = normalize(gl_NormalMatrix * vec3( 0.0, -1.0, 0.0));
}
-
- mat3 tbnMatrix = mat3(tangent.x, binormal.x, normal.x,
- tangent.y, binormal.y, normal.y,
- tangent.z, binormal.z, normal.z);
- eyeVec = (gl_ModelViewMatrix * gl_Vertex).xyz;
+ mat3 tbnMatrix = mat3( tangent.x, binormal.x, normal.x,
+ tangent.y, binormal.y, normal.y,
+ tangent.z, binormal.z, normal.z);
+
tsEyeVec = normalize(eyeVec * tbnMatrix);
-
+#endif
+
vec4 color;
//color = vec4(1.0, 1.0, 1.0, 1.0);