// Copyright 2006-2010 (C) - Frictional Games
//
// This file is part of HPL1 Engine
//
// For conditions of distribution and use, see copyright notice in LICENSE-shaders
//

///////////////////////////////////////////////////////
/// DIFFUSE LIGHTING VERTEX PROGRAM //////////////////
///////////////////////////////////////////////////////

vec4 position = gl_Vertex;
vec3 normal = gl_Normal;
vec3 uv = gl_MultiTexCoord0.xyz;
vec4 tangent = gl_MultiTexCoord1;

out vec4 vLightColor;
out float vRejectUv;

uniform mat4 worldViewProj;
uniform mat4 spotViewProj;
uniform vec3 LightPos;
uniform vec4 LightColor;
uniform vec3 LightDirMul;

void main()
{
	gl_Position = (worldViewProj * position);

	//vUv = uv;
	vec4 spotlightUv = (spotViewProj * position);
	vRejectUv = spotlightUv.z + 0.5;

	vLightColor = clamp(LightColor, vec4(0.0), vec4(1.0));
}