/** * @file avatarV.glsl * * $LicenseInfo:firstyear=2007&license=viewerlgpl$ * $/LicenseInfo$ */ vec4 calcLighting(vec3 pos, vec3 norm, vec4 color, vec4 baseCol); mat4 getSkinnedTransform(); void calcAtmospherics(vec3 inPositionEye); void main() { gl_TexCoord[0] = gl_MultiTexCoord0; vec4 pos; vec3 norm; mat4 trans = getSkinnedTransform(); pos.x = dot(trans[0], gl_Vertex); pos.y = dot(trans[1], gl_Vertex); pos.z = dot(trans[2], gl_Vertex); pos.w = 1.0; norm.x = dot(trans[0].xyz, gl_Normal); norm.y = dot(trans[1].xyz, gl_Normal); norm.z = dot(trans[2].xyz, gl_Normal); norm = normalize(norm); gl_Position = gl_ProjectionMatrix * pos; //gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex; gl_FogFragCoord = length(pos.xyz); calcAtmospherics(pos.xyz); vec4 color = calcLighting(pos.xyz, norm, gl_Color, vec4(0,0,0,0)); gl_FrontColor = color; }