diff options
Diffstat (limited to 'indra/newview/app_settings/shaders/class2/environment/terrainV.glsl')
-rw-r--r-- | indra/newview/app_settings/shaders/class2/environment/terrainV.glsl | 52 |
1 files changed, 52 insertions, 0 deletions
diff --git a/indra/newview/app_settings/shaders/class2/environment/terrainV.glsl b/indra/newview/app_settings/shaders/class2/environment/terrainV.glsl new file mode 100644 index 0000000000..119d55a2cd --- /dev/null +++ b/indra/newview/app_settings/shaders/class2/environment/terrainV.glsl @@ -0,0 +1,52 @@ +/** + * @file terrainV.glsl + * + * Copyright (c) 2007-$CurrentYear$, Linden Research, Inc. + * $License$ + */ + +void calcAtmospherics(vec3 inPositionEye); + +vec4 calcLighting(vec3 pos, vec3 norm, vec4 color, vec4 baseCol); + +vec4 texgen_object(vec4 vpos, vec4 tc, mat4 mat, vec4 tp0, vec4 tp1) +{ + vec4 tcoord; + + tcoord.x = dot(vpos, tp0); + tcoord.y = dot(vpos, tp1); + tcoord.z = tc.z; + tcoord.w = tc.w; + + tcoord = mat * tcoord; + + return tcoord; +} + +void main() +{ + //transform vertex + gl_Position = ftransform(); + + vec4 pos = gl_ModelViewMatrix * gl_Vertex; + vec3 norm = normalize(gl_NormalMatrix * gl_Normal); + + /// Potentially better without it for water. + pos /= pos.w; + + calcAtmospherics((gl_ModelViewMatrix * gl_Vertex).xyz); + + vec4 color = calcLighting(pos.xyz, norm, gl_Color, vec4(0)); + + gl_FrontColor = color; + + // Transform and pass tex coords + gl_TexCoord[0].xy = texgen_object(gl_Vertex, gl_MultiTexCoord0, gl_TextureMatrix[0], gl_ObjectPlaneS[0], gl_ObjectPlaneT[0]).xy; + + vec4 t = gl_MultiTexCoord1; + + gl_TexCoord[0].zw = t.xy; + gl_TexCoord[1].xy = t.xy-vec2(2.0, 0.0); + gl_TexCoord[1].zw = t.xy-vec2(1.0, 0.0); +} + |