/** * @file fullbrightV.glsl * * Copyright (c) 2007-$CurrentYear$, Linden Research, Inc. * $License$ */ void calcAtmospherics(vec3 inPositionEye); void main() { //transform vertex gl_Position = ftransform(); gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0; vec4 pos = (gl_ModelViewMatrix * gl_Vertex); calcAtmospherics(pos.xyz); gl_FrontColor = gl_Color; gl_FogFragCoord = pos.z; }