/** * @file terrainV.glsl * * Copyright (c) 2007-$CurrentYear$, Linden Research, Inc. * $License$ */ void calcAtmospherics(vec3 inPositionEye); vec4 calcLighting(vec3 pos, vec3 norm, vec4 color, vec4 baseCol); vec4 texgen_object(vec4 vpos, vec4 tc, mat4 mat, vec4 tp0, vec4 tp1) { vec4 tcoord; tcoord.x = dot(vpos, tp0); tcoord.y = dot(vpos, tp1); tcoord.z = tc.z; tcoord.w = tc.w; tcoord = mat * tcoord; return tcoord; } void main() { //transform vertex gl_Position = ftransform(); vec4 pos = gl_ModelViewMatrix * gl_Vertex; vec3 norm = normalize(gl_NormalMatrix * gl_Normal); /// Potentially better without it for water. pos /= pos.w; calcAtmospherics((gl_ModelViewMatrix * gl_Vertex).xyz); vec4 color = calcLighting(pos.xyz, norm, gl_Color, vec4(0)); gl_FrontColor = color; // Transform and pass tex coords gl_TexCoord[0].xy = texgen_object(gl_Vertex, gl_MultiTexCoord0, gl_TextureMatrix[0], gl_ObjectPlaneS[0], gl_ObjectPlaneT[0]).xy; vec4 t = gl_MultiTexCoord1; gl_TexCoord[0].zw = t.xy; gl_TexCoord[1].xy = t.xy-vec2(2.0, 0.0); gl_TexCoord[1].zw = t.xy-vec2(1.0, 0.0); }