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