/** * @file sunLightF.glsl * * Copyright (c) 2007-$CurrentYear$, Linden Research, Inc. * $License$ */ varying vec4 vary_light; varying vec2 vary_fragcoord; uniform vec2 screen_res; void main() { //transform vertex gl_Position = ftransform(); vec4 pos = gl_ModelViewProjectionMatrix * gl_Vertex; vary_fragcoord = (pos.xy * 0.5 + 0.5)*screen_res; vec4 tex = gl_MultiTexCoord0; tex.w = 1.0; vary_light = gl_MultiTexCoord0; gl_FrontColor = gl_Color; }