/** * @file terrainV.glsl * * Copyright (c) 2007-$CurrentYear$, Linden Research, Inc. * $License$ */ 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 * gl_Vertex; vec4 pos = gl_ModelViewMatrix * gl_Vertex; vec3 norm = normalize(gl_NormalMatrix * gl_Normal); vec4 color = calcLighting(pos.xyz, norm, vec4(1,1,1,1), gl_Color); gl_FrontColor = color; gl_TexCoord[0] = texgen_object(gl_Vertex,gl_MultiTexCoord0,gl_TextureMatrix[0],gl_ObjectPlaneS[0],gl_ObjectPlaneT[0]); gl_TexCoord[1] = gl_TextureMatrix[1]*gl_MultiTexCoord1; gl_TexCoord[2] = texgen_object(gl_Vertex,gl_MultiTexCoord2,gl_TextureMatrix[2],gl_ObjectPlaneS[2],gl_ObjectPlaneT[2]); gl_TexCoord[3] = gl_TextureMatrix[3]*gl_MultiTexCoord3; }