////////////////////////////////////////////////////////////////
// Vertex shader for procedural bumps
// Authors: Randi Rost, John Kessenich
// Copyright (c) 2002-2005 3Dlabs Inc. Ltd. 
// See 3Dlabs-License.txt for license information

varying vec3 LightDir;
varying vec3 EyeDir;

uniform vec3 LightPosition;

attribute vec3 Tangent;

void main(void)
{
	EyeDir = vec3 (gl_ModelViewMatrix * gl_Vertex);

	gl_Position = ftransform();
	gl_TexCoord[0] = gl_MultiTexCoord0;

	// convert normal and tangent (from main program) into eye space
	vec3 n = normalize(gl_NormalMatrix * gl_Normal);
	vec3 t = normalize(gl_NormalMatrix * Tangent);
    
	// compute b in eye space
	vec3 b = cross(n, t);

	// convert light direction from eye space to tangent space
	vec3 v;
	v.x = dot(LightPosition, t);
	v.y = dot(LightPosition, b);
	v.z = dot(LightPosition, n);
	LightDir = normalize(v);

	// convert eye direction from eye space to tangent space
	v.x = dot(EyeDir, t);
	v.y = dot(EyeDir, b);
	v.z = dot(EyeDir, n);
	EyeDir = normalize(v);
}
