/** * @file eyeballV.glsl * * Copyright (c) 2007-$CurrentYear$, Linden Research, Inc. * $License$ */ vec4 calcLightingSpecular(vec3 pos, vec3 norm, vec4 color, inout vec4 specularColor, vec4 baseCol); void calcAtmospherics(vec3 inPositionEye); void main() { //transform vertex gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex; gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0; vec3 pos = (gl_ModelViewMatrix * gl_Vertex).xyz; vec3 norm = normalize(gl_NormalMatrix * gl_Normal); calcAtmospherics(pos.xyz); // vec4 specular = specularColor; vec4 specular = vec4(1.0); vec4 color = calcLightingSpecular(pos, norm, gl_Color, specular, vec4(0.0)); gl_FrontColor = color; gl_FogFragCoord = pos.z; }