/** * @file terrainV.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 mat3 normal_matrix; uniform mat4 texture_matrix0; uniform mat4 modelview_matrix; uniform mat4 modelview_projection_matrix; uniform vec4 object_plane_t; uniform vec4 object_plane_s; ATTRIBUTE vec3 position; ATTRIBUTE vec3 normal; ATTRIBUTE vec2 texcoord0; ATTRIBUTE vec2 texcoord1; VARYING vec4 vertex_color; VARYING vec4 vary_texcoord0; VARYING vec4 vary_texcoord1; void calcAtmospherics(vec3 inPositionEye); vec4 calcLighting(vec3 pos, vec3 norm, vec4 color, vec4 baseCol); 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 = modelview_projection_matrix * vec4(position.xyz, 1.0); vec4 pos = modelview_matrix * vec4(position.xyz, 1.0); vec3 norm = normalize(normal_matrix * normal); calcAtmospherics(pos.xyz); /// Potentially better without it for water. pos /= pos.w; vec4 color = calcLighting(pos.xyz, norm, vec4(1), vec4(0)); vertex_color = color; // Transform and pass tex coords vary_texcoord0.xy = texgen_object(vec4(position.xyz, 1.0), vec4(texcoord0,0,1), texture_matrix0, object_plane_s, object_plane_t).xy; vec4 t = vec4(texcoord1,0,1); vary_texcoord0.zw = t.xy; vary_texcoord1.xy = t.xy-vec2(2.0, 0.0); vary_texcoord1.zw = t.xy-vec2(1.0, 0.0); }