/// ============================================================================
/*
Copyright (C) 2004 Robert Beckebans <trebor_7@users.sourceforge.net>
Please see the file "AUTHORS" for a list of contributors

This program is free software; you can redistribute it and/or
modify it under the terms of the GNU General Public License
as published by the Free Software Foundation; either version 2
of the License, or (at your option) any later version.

This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  

See the GNU General Public License for more details.

You should have received a copy of the GNU General Public License
along with this program; if not, write to the Free Software
Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA  02111-1307, USA.
*/
/// ============================================================================


struct cg_app2vertex
{
	float4 position		: POSITION;
	float4 tex0		: ATTR8;
	
	float3 tangent		: ATTR9;
	float3 binormal		: ATTR10;
	float3 normal		: ATTR11;
};

struct cg_vertex2fragment
{
	float4 hposition	: POSITION;
	
	float4 position		: TEXCOORD0;
	float4 tex_diffuse_bump	: TEXCOORD1;
	float4 tex_specular	: TEXCOORD2;
	float4 tex_atten_xy_z	: TEXCOORD3;
	
	float3 tangent		: TEXCOORD4;
	float3 binormal		: TEXCOORD5;
	float3 normal		: TEXCOORD6;
};



cg_vertex2fragment main(cg_app2vertex IN)
{
	cg_vertex2fragment OUT;
	
	// transform vertex position into homogenous clip-space
	OUT.hposition = mul(glstate.matrix.mvp, IN.position);
	
	// assign position in object space
	OUT.position = IN.position;
	
	// transform texcoords
	OUT.tex_diffuse_bump.xy = mul(glstate.matrix.texture[0], IN.tex0).xy;
	
	// transform texcoords
	OUT.tex_diffuse_bump.zw = mul(glstate.matrix.texture[1], IN.tex0).xy;
	
	// transform texcoords
	OUT.tex_specular = mul(glstate.matrix.texture[2], IN.tex0);
	
	// transform vertex position into light space
	OUT.tex_atten_xy_z = mul(glstate.matrix.texture[3], IN.position);
	
	// assign tangent space vectors
	OUT.tangent = IN.tangent;
	OUT.binormal = IN.binormal;
	OUT.normal = IN.normal;
			
	return OUT;
}
