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authorAndrey Lihatskiy <alihatskiy@productengine.com>2020-04-29 19:34:39 +0300
committerAndrey Lihatskiy <alihatskiy@productengine.com>2020-04-29 19:34:39 +0300
commitb6441bf09b9058a799e7581878ee21007323ee0c (patch)
treebad6f8f26b83643dc0f603a8c774a9ddaedd13c2 /indra/newview/app_settings/shaders/class1/windlight/moonV.glsl
parentde696d0213b98110f930cae35a8db005e3d1a061 (diff)
parentf20b22e325ef15e0aa6eef950ba96538bb015568 (diff)
Merge branch 'DRTVWR-500' into DRTVWR-501-maint
Diffstat (limited to 'indra/newview/app_settings/shaders/class1/windlight/moonV.glsl')
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1 files changed, 49 insertions, 0 deletions
diff --git a/indra/newview/app_settings/shaders/class1/windlight/moonV.glsl b/indra/newview/app_settings/shaders/class1/windlight/moonV.glsl
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@@ -0,0 +1,49 @@
+/**
+ * @file class1\wl\moonV.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 mat4 texture_matrix0;
+uniform mat4 modelview_matrix;
+uniform mat4 modelview_projection_matrix;
+
+ATTRIBUTE vec3 position;
+ATTRIBUTE vec2 texcoord0;
+
+void calcAtmospherics(vec3 inPositionEye);
+
+VARYING vec2 vary_texcoord0;
+
+void main()
+{
+ //transform vertex
+ vec3 offset = vec3(0, 0, 50);
+ vec4 vert = vec4(position.xyz - offset, 1.0);
+ vec4 pos = (modelview_matrix * vert);
+
+ gl_Position = modelview_projection_matrix*vert;
+
+ vary_texcoord0 = (texture_matrix0 * vec4(texcoord0,0,1)).xy;
+
+ calcAtmospherics(pos.xyz);
+}