/** * @file simpleSkinnedV.glsl * * Copyright (c) 2007-$CurrentYear$, Linden Research, Inc. * $License$ */ vec4 calcLighting(vec3 pos, vec3 norm, vec4 color, vec4 baseCol); void calcAtmospherics(vec3 inPositionEye); mat4 getObjectSkinnedTransform(); attribute vec4 object_weight; void main() { //transform vertex gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0; mat4 mat = getObjectSkinnedTransform(); mat = gl_ModelViewMatrix * mat; vec3 pos = (mat*gl_Vertex).xyz; vec4 norm = gl_Vertex; norm.xyz += gl_Normal.xyz; norm.xyz = (mat*norm).xyz; norm.xyz = normalize(norm.xyz-pos.xyz); calcAtmospherics(pos.xyz); vec4 color = calcLighting(pos.xyz, norm.xyz, gl_Color, vec4(0.)); gl_FrontColor = color; gl_Position = gl_ProjectionMatrix*vec4(pos, 1.0); gl_FogFragCoord = pos.z; }