/** * @file starsV.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_projection_matrix; uniform float time; ATTRIBUTE vec3 position; ATTRIBUTE vec4 diffuse_color; ATTRIBUTE vec2 texcoord0; VARYING vec4 vertex_color; VARYING vec2 vary_texcoord0; VARYING vec2 screenpos; void main() { //transform vertex vec4 pos = modelview_projection_matrix * vec4(position, 1.0); // smash to far clip plane to // avoid rendering on top of moon (do NOT write to gl_FragDepth, it's slow) pos.z = pos.w; gl_Position = pos; float t = mod(time, 1.25f); screenpos = position.xy * vec2(t, t); vary_texcoord0 = (texture_matrix0 * vec4(texcoord0,0,1)).xy; vertex_color = diffuse_color; }