/** * @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 * $/LicenseInfo$ */ attribute vec3 position; attribute vec3 normal; attribute vec4 diffuse_color; attribute vec2 texcoord0; attribute vec2 texcoord1; attribute vec2 texcoord2; attribute vec2 texcoord3; 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 = gl_ModelViewProjectionMatrix * vec4(position.xyz, 1.0); vec4 pos = gl_ModelViewMatrix * position; vec3 norm = normalize(gl_NormalMatrix * normal); vec4 color = calcLighting(pos.xyz, norm, vec4(1,1,1,1), diffuse_color); gl_FrontColor = color; gl_TexCoord[0] = texgen_object(vec4(position.xyz, 1.0),vec4(texcoord0,0,1),gl_TextureMatrix[0],gl_ObjectPlaneS[0],gl_ObjectPlaneT[0]); gl_TexCoord[1] = gl_TextureMatrix[1]*vec4(texcoord1,0,1); gl_TexCoord[2] = texgen_object(vec4(position.xyz, 1.0),vec4(texcoord2,0,1),gl_TextureMatrix[2],gl_ObjectPlaneS[2],gl_ObjectPlaneT[2]); gl_TexCoord[3] = gl_TextureMatrix[3]*vec4(texcoord3,0,1); }