/** * @file fullbrightV.glsl * * $LicenseInfo:firstyear=2007&license=viewerlgpl$ * $/LicenseInfo$ */ void calcAtmospherics(vec3 inPositionEye); vec3 atmosAmbient(vec3 light); vec3 atmosAffectDirectionalLight(float lightIntensity); vec3 scaleDownLight(vec3 light); vec3 scaleUpLight(vec3 light); varying float vary_texture_index; void main() { //transform vertex vec4 vert = vec4(gl_Vertex.xyz, 1.0); vary_texture_index = gl_Vertex.w; gl_Position = gl_ModelViewProjectionMatrix*vert; gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0; vec4 pos = (gl_ModelViewMatrix * vert); calcAtmospherics(pos.xyz); gl_FrontColor = gl_Color; gl_FogFragCoord = pos.z; }