/** * @file terrainV.glsl * * $LicenseInfo:firstyear=2007&license=viewerlgpl$ * $/LicenseInfo$ */ attribute vec3 position; attribute vec3 normal; attribute vec4 diffuse_color; attribute vec2 texcoord0; attribute vec2 texcoord1; varying vec3 vary_normal; vec4 texgen_object(vec4 vpos, vec4 tc, mat4 mat, vec4 tp0, vec4 tp1) { vec4 tcoord; tcoord.x = dot(vpos, tp0); tcoord.y = dot(vpos, tp1); tcoord.z = tc.z; tcoord.w = tc.w; tcoord = mat * tcoord; return tcoord; } void main() { //transform vertex gl_Position = gl_ModelViewProjectionMatrix * vec4(position.xyz, 1.0); vary_normal = normalize(gl_NormalMatrix * normal); // Transform and pass tex coords gl_TexCoord[0].xy = texgen_object(vec4(position, 1.0), vec4(texcoord0,0,1), gl_TextureMatrix[0], gl_ObjectPlaneS[0], gl_ObjectPlaneT[0]).xy; vec4 t = vec4(texcoord1,0,1); gl_TexCoord[0].zw = t.xy; gl_TexCoord[1].xy = t.xy-vec2(2.0, 0.0); gl_TexCoord[1].zw = t.xy-vec2(1.0, 0.0); }