/** * @file fullbrightShinyV.glsl * * Copyright (c) 2007-$CurrentYear$, Linden Research, Inc. * $License$ */ void calcAtmospherics(vec3 inPositionEye); uniform vec4 origin; void main() { //transform vertex gl_Position = ftransform(); vec4 pos = (gl_ModelViewMatrix * gl_Vertex); vec3 norm = normalize(gl_NormalMatrix * gl_Normal); vec3 ref = reflect(pos.xyz, -norm); gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0; gl_TexCoord[1] = gl_TextureMatrix[1]*vec4(ref,1.0); calcAtmospherics(pos.xyz); gl_FrontColor = gl_Color; gl_FogFragCoord = pos.z; }