/** * @file eyeballV.glsl * * $LicenseInfo:firstyear=2007&license=viewerlgpl$ * $/LicenseInfo$ */ attribute vec3 position; attribute vec4 diffuse_color; attribute vec3 normal; attribute vec2 texcoord0; vec4 calcLightingSpecular(vec3 pos, vec3 norm, vec4 color, inout vec4 specularColor, vec4 baseCol); void calcAtmospherics(vec3 inPositionEye); void main() { //transform vertex vec3 pos = (gl_ModelViewMatrix * vec4(position.xyz, 1.0)).xyz; gl_Position = gl_ModelViewProjectionMatrix * vec4(position.xyz, 1.0); gl_TexCoord[0] = gl_TextureMatrix[0] * vec4(texcoord0,0,1); vec3 norm = normalize(gl_NormalMatrix * normal); calcAtmospherics(pos.xyz); vec4 specular = vec4(1.0); vec4 color = calcLightingSpecular(pos, norm, diffuse_color, specular, vec4(0.0)); gl_FrontColor = color; }