/** * @file treeV.glsl * * $LicenseInfo:firstyear=2007&license=viewerlgpl$ * $/LicenseInfo$ */ attribute vec3 position; attribute vec2 texcoord0; attribute vec3 normal; vec4 calcLighting(vec3 pos, vec3 norm, vec4 color, vec4 baseCol); void calcAtmospherics(vec3 inPositionEye); void main() { //transform vertex vec4 vert = vec4(position.xyz,1.0); gl_Position = gl_ModelViewProjectionMatrix*vert; gl_TexCoord[0] = gl_TextureMatrix[0] * vec4(texcoord0, 0, 1); vec4 pos = (gl_ModelViewMatrix * vert); vec3 norm = normalize(gl_NormalMatrix * normal); calcAtmospherics(pos.xyz); vec4 color = calcLighting(pos.xyz, norm, vec4(1,1,1,1), vec4(0.)); gl_FrontColor = color; gl_FogFragCoord = pos.z; }