/** * @file advancedAtmoV.glsl * * $LicenseInfo:firstyear=2005&license=viewerlgpl$ * Second Life Viewer Source Code * Copyright (C) 2005, Linden Research, Inc. * * This library is free software; you can redistribute it and/or * modify it under the terms of the GNU Lesser General Public * License as published by the Free Software Foundation; * version 2.1 of the License only. * * This library is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU * Lesser General Public License for more details. * * You should have received a copy of the GNU Lesser General Public * License along with this library; if not, write to the Free Software * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA * * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA * $/LicenseInfo$ */ uniform vec3 cameraPosLocal; uniform mat4 modelview_projection_matrix; uniform mat4 modelview_matrix; uniform mat4 inv_proj; uniform mat4 inv_modelview; ATTRIBUTE vec3 position; // Inputs uniform vec3 camPosLocal; out vec3 view_pos; out vec3 view_dir; void main() { // pass through untransformed fullscreen pos (clipspace) gl_Position = vec4(position.xyz, 1.0); view_pos = (inv_proj * vec4(position, 1.0f)).xyz; // this will be normalized in the frag shader... //view_dir = (inv_modelview * view_pos).xyz; view_dir = view_pos - camPosLocal; }