/** * @file terrainV.glsl * * $LicenseInfo:firstyear=2007&license=viewerlgpl$ * $/LicenseInfo$ */ 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 * gl_Vertex; vary_normal = normalize(gl_NormalMatrix * gl_Normal); // Transform and pass tex coords gl_TexCoord[0].xy = texgen_object(gl_Vertex, gl_MultiTexCoord0, gl_TextureMatrix[0], gl_ObjectPlaneS[0], gl_ObjectPlaneT[0]).xy; vec4 t = gl_MultiTexCoord1; 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); }