/** * @file fullbrightShinyV.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 texture_matrix1; uniform mat4 modelview_matrix; uniform mat4 modelview_projection_matrix; void calcAtmospherics(vec3 inPositionEye); uniform vec4 origin; ATTRIBUTE vec3 position; void passTextureIndex(); ATTRIBUTE vec3 normal; ATTRIBUTE vec4 diffuse_color; ATTRIBUTE vec2 texcoord0; VARYING vec4 vertex_color; VARYING vec2 vary_texcoord0; VARYING vec3 vary_texcoord1; #ifdef HAS_SKIN mat4 getObjectSkinnedTransform(); uniform mat4 projection_matrix; #endif void main() { //transform vertex vec4 vert = vec4(position.xyz,1.0); passTextureIndex(); #ifdef HAS_SKIN mat4 mat = getObjectSkinnedTransform(); mat = modelview_matrix * mat; vec4 pos = mat * vert; gl_Position = projection_matrix * pos; vec3 norm = normalize((mat*vec4(normal.xyz+position.xyz,1.0)).xyz-pos.xyz); #else vec4 pos = (modelview_matrix * vert); gl_Position = modelview_projection_matrix*vec4(position.xyz, 1.0); vec3 norm = normalize(normal_matrix * normal); #endif vec3 ref = reflect(pos.xyz, -norm); vary_texcoord0 = (texture_matrix0 * vec4(texcoord0,0,1)).xy; vary_texcoord1 = (texture_matrix1 * vec4(ref,1.0)).xyz; calcAtmospherics(pos.xyz); vertex_color = diffuse_color; }