/** * @file shinyV.glsl * * $LicenseInfo:firstyear=2007&license=viewerlgpl$ * $/LicenseInfo$ */ attribute vec3 position; attribute vec3 normal; attribute vec4 diffuse_color; attribute vec2 texcoord0; void calcAtmospherics(vec3 inPositionEye); uniform vec4 origin; void main() { //transform vertex vec4 pos = (gl_ModelViewMatrix * vec4(position.xyz, 1.0)); gl_Position = gl_ModelViewProjectionMatrix * vec4(position.xyz, 1.0); vec3 norm = normalize(gl_NormalMatrix * normal); calcAtmospherics(pos.xyz); gl_FrontColor = diffuse_color; vec3 ref = reflect(pos.xyz, -norm); gl_TexCoord[0] = gl_TextureMatrix[0]*vec4(ref,1.0); gl_FogFragCoord = pos.z; }