/** * @file pointLightF.glsl * * Copyright (c) 2007-$CurrentYear$, Linden Research, Inc. * $License$ */ varying vec4 vary_light; varying vec3 vary_fragcoord; uniform vec2 screen_res; uniform float near_clip; void main() { //transform vertex gl_Position = ftransform(); vec4 pos = gl_ModelViewProjectionMatrix * gl_Vertex; vary_fragcoord.xyz = pos.xyz + vec3(0,0,near_clip); vec4 tex = gl_MultiTexCoord0; tex.w = 1.0; vary_light = gl_MultiTexCoord0; gl_FrontColor = gl_Color; }