/** * @file softenLightF.glsl * * Copyright (c) 2007-$CurrentYear$, Linden Research, Inc. * $License$ */ uniform vec2 screen_res; varying vec4 vary_light; varying vec2 vary_fragcoord; void main() { //transform vertex gl_Position = ftransform(); vec4 pos = gl_ModelViewProjectionMatrix * gl_Vertex; vary_fragcoord = (pos.xy*0.5+0.5)*screen_res; vec4 tex = gl_MultiTexCoord0; tex.w = 1.0; vary_light = gl_MultiTexCoord0; }