/** * @file fullbrightShinyV.glsl * * $LicenseInfo:firstyear=2007&license=viewerlgpl$ * $/LicenseInfo$ */ void calcAtmospherics(vec3 inPositionEye); uniform vec4 origin; varying float vary_texture_index; void main() { //transform vertex vec4 vert = vec4(gl_Vertex.xyz,1.0); vary_texture_index = gl_Vertex.w; gl_Position = gl_ModelViewProjectionMatrix*vert; vec4 pos = (gl_ModelViewMatrix * vert); vec3 norm = normalize(gl_NormalMatrix * gl_Normal); vec3 ref = reflect(pos.xyz, -norm); gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0; gl_TexCoord[1] = gl_TextureMatrix[1]*vec4(ref,1.0); calcAtmospherics(pos.xyz); gl_FrontColor = gl_Color; gl_FogFragCoord = pos.z; }