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authorDebi King (Dessie) <dessie@lindenlab.com>2011-12-13 17:36:29 -0500
committerDebi King (Dessie) <dessie@lindenlab.com>2011-12-13 17:36:29 -0500
commite4f1f611a4736e4b0b78c0d61c3c5f576fec93d0 (patch)
tree87aeed34bc9378648e1b8729bacf8462b4d9ec2d /indra/newview/app_settings/shaders/class1/objects/simpleNonIndexedV.glsl
parent20bc02d2544320a5ad99c61b8d012608319e3161 (diff)
parentd8aa31d10a89aa826cc549594c083a054a2ad967 (diff)
merged .hgtags
Diffstat (limited to 'indra/newview/app_settings/shaders/class1/objects/simpleNonIndexedV.glsl')
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+/**
+ * @file simpleNonIndexedV.glsl
+ *
+ * $LicenseInfo:firstyear=2007&license=viewerlgpl$
+ * Second Life Viewer Source Code
+ * Copyright (C) 2007, Linden Research, Inc.
+ *
+ * This library is free software; you can redistribute it and/or
+ * modify it under the terms of the GNU Lesser General Public
+ * License as published by the Free Software Foundation;
+ * version 2.1 of the License only.
+ *
+ * This library 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
+ * Lesser General Public License for more details.
+ *
+ * You should have received a copy of the GNU Lesser General Public
+ * License along with this library; if not, write to the Free Software
+ * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
+ *
+ * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA
+ * $/LicenseInfo$
+ */
+
+uniform mat3 normal_matrix;
+uniform mat4 texture_matrix0;
+uniform mat4 modelview_matrix;
+uniform mat4 modelview_projection_matrix;
+
+ATTRIBUTE vec3 position;
+ATTRIBUTE vec2 texcoord0;
+ATTRIBUTE vec3 normal;
+ATTRIBUTE vec4 diffuse_color;
+
+VARYING vec4 vertex_color;
+VARYING vec2 vary_texcoord0;
+
+
+vec4 calcLighting(vec3 pos, vec3 norm, vec4 color, vec4 baseCol);
+void calcAtmospherics(vec3 inPositionEye);
+
+void main()
+{
+ //transform vertex
+ vec4 vert = vec4(position.xyz,1.0);
+
+ gl_Position = modelview_projection_matrix*vert;
+ vary_texcoord0 = (texture_matrix0 * vec4(texcoord0, 0, 1)).xy;
+
+ vec4 pos = (modelview_matrix * vert);
+
+ vec3 norm = normalize(normal_matrix * normal);
+
+ calcAtmospherics(pos.xyz);
+
+ vec4 color = calcLighting(pos.xyz, norm, diffuse_color, vec4(0.));
+ vertex_color = color;
+
+
+}