/** * @file simpleV.glsl * * $LicenseInfo:firstyear=2007&license=viewerlgpl$ * $/LicenseInfo$ */ vec4 calcLighting(vec3 pos, vec3 norm, vec4 color, vec4 baseCol); void calcAtmospherics(vec3 inPositionEye); 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; gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0; vec4 pos = (gl_ModelViewMatrix * vert); vec3 norm = normalize(gl_NormalMatrix * gl_Normal); calcAtmospherics(pos.xyz); vec4 color = calcLighting(pos.xyz, norm, gl_Color, vec4(0.)); gl_FrontColor = color; gl_FogFragCoord = pos.z; }