/** * @file fullbrightV.glsl * * Copyright (c) 2007-$CurrentYear$, Linden Research, Inc. * $License$ */ void calcAtmospherics(vec3 inPositionEye); vec3 atmosAmbient(vec3 light); vec3 atmosAffectDirectionalLight(float lightIntensity); vec3 scaleDownLight(vec3 light); vec3 scaleUpLight(vec3 light); varying vec3 vary_ambient; varying vec3 vary_directional; varying vec3 vary_normal; varying vec3 vary_fragcoord; uniform float near_clip; varying vec4 vary_position; void main() { //transform vertex gl_Position = ftransform(); gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0; vec4 pos = (gl_ModelViewMatrix * gl_Vertex); vary_position = pos; calcAtmospherics(pos.xyz); gl_FrontColor = gl_Color; gl_FogFragCoord = pos.z; pos = gl_ModelViewProjectionMatrix * gl_Vertex; vary_fragcoord.xyz = pos.xyz + vec3(0,0,near_clip); }