/** * @file fullbrightV.glsl * * $LicenseInfo:firstyear=2007&license=viewerlgpl$ * $/LicenseInfo$ */ attribute vec4 position; attribute vec2 texcoord0; attribute vec3 normal; attribute vec4 diffuse_color; void calcAtmospherics(vec3 inPositionEye); varying float vary_texture_index; void main() { //transform vertex vec4 vert = vec4(position.xyz,1.0); vary_texture_index = position.w; vec4 pos = (gl_ModelViewMatrix * vert); gl_Position = gl_ModelViewProjectionMatrix*vec4(position.xyz, 1.0); gl_TexCoord[0] = gl_TextureMatrix[0] * vec4(texcoord0,0,1); calcAtmospherics(pos.xyz); gl_FrontColor = diffuse_color; gl_FogFragCoord = pos.z; }