/** * @file sunDiscV.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; in vec3 position; in vec2 texcoord0; out vec2 vary_texcoord0; out float sun_fade; void calcAtmospherics(vec3 eye_pos); void main() { //transform vertex vec3 offset = vec3(0, 0, 50); vec4 vert = vec4(position.xyz - offset, 1.0); vec4 pos = modelview_projection_matrix*vert; sun_fade = smoothstep(0.3, 1.0, (position.z + 50) / 512.0f); // smash to *almost* far clip plane -- behind clouds but in front of stars pos.z = pos.w*0.999999; gl_Position = pos; calcAtmospherics(pos.xyz); vary_texcoord0 = (texture_matrix0 * vec4(texcoord0,0,1)).xy; }