1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
|
/**
* @file fullbrightShinyV.glsl
*
* $LicenseInfo:firstyear=2007&license=viewerlgpl$
* Second Life Viewer Source Code
* Copyright (C) 2007, 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 mat3 normal_matrix;
uniform mat4 texture_matrix0;
uniform mat4 texture_matrix1;
uniform mat4 modelview_matrix;
uniform mat4 modelview_projection_matrix;
void calcAtmospherics(vec3 inPositionEye);
uniform vec4 origin;
ATTRIBUTE vec3 position;
void passTextureIndex();
ATTRIBUTE vec3 normal;
ATTRIBUTE vec4 diffuse_color;
ATTRIBUTE vec2 texcoord0;
VARYING vec4 vertex_color;
VARYING vec2 vary_texcoord0;
VARYING vec3 vary_texcoord1;
VARYING vec3 vary_position;
#ifdef HAS_SKIN
mat4 getObjectSkinnedTransform();
uniform mat4 projection_matrix;
#endif
void main()
{
//transform vertex
vec4 vert = vec4(position.xyz,1.0);
passTextureIndex();
#ifdef HAS_SKIN
mat4 mat = getObjectSkinnedTransform();
mat = modelview_matrix * mat;
vec4 pos = mat * vert;
gl_Position = projection_matrix * pos;
vec3 norm = normalize((mat*vec4(normal.xyz+position.xyz,1.0)).xyz-pos.xyz);
#else
vec4 pos = (modelview_matrix * vert);
gl_Position = modelview_projection_matrix*vec4(position.xyz, 1.0);
vec3 norm = normalize(normal_matrix * normal);
#endif
vary_position = pos.xyz;
vary_texcoord0 = (texture_matrix0 * vec4(texcoord0,0,1)).xy;
vary_texcoord1 = norm;
calcAtmospherics(pos.xyz);
vertex_color = diffuse_color;
}
|