/** * @file fullbrightV.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; uniform bool invert_tex_y = false; const mat4 invTexM = mat4( 1, 0, 0, 0, 0,-1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1 ); ATTRIBUTE vec3 position; void passTextureIndex(); ATTRIBUTE vec4 diffuse_color; ATTRIBUTE vec2 texcoord0; void calcAtmospherics(vec3 inPositionEye); vec3 atmosAmbient(vec3 light); vec3 atmosAffectDirectionalLight(float lightIntensity); vec3 scaleDownLight(vec3 light); vec3 scaleUpLight(vec3 light); #ifdef WATER_FOG VARYING vec3 vary_position; #endif VARYING vec4 vertex_color; VARYING vec2 vary_texcoord0; void main() { //transform vertex vec4 vert = vec4(position.xyz, 1.0); vec4 pos = (modelview_matrix * vert); passTextureIndex(); gl_Position = modelview_projection_matrix*vec4(position.xyz, 1.0); #ifdef WATER_FOG vary_position = pos.xyz; #endif vary_texcoord0 = (texture_matrix0 * vec4(texcoord0,0,1)).xy; if(invert_tex_y) { vary_texcoord0 = vec2(invTexM * vec4(vary_texcoord0,0,1)).xy; } calcAtmospherics(pos.xyz); vertex_color = diffuse_color; }