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
|
/**
* @file class1\environment\terrainV.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 modelview_matrix;
uniform mat4 modelview_projection_matrix;
in vec3 position;
in vec3 normal;
in vec4 diffuse_color;
in vec2 texcoord1;
out vec3 pos;
out vec3 vary_normal;
out vec4 vary_texcoord0;
out vec4 vary_texcoord1;
uniform vec4 object_plane_s;
uniform vec4 object_plane_t;
vec2 texgen_object(vec4 vpos, mat4 mat, vec4 tp0, vec4 tp1)
{
vec4 tcoord;
tcoord.x = dot(vpos, tp0);
tcoord.y = dot(vpos, tp1);
tcoord = mat * tcoord;
return tcoord.xy;
}
void main()
{
//transform vertex
vec4 pre_pos = vec4(position.xyz, 1.0);
vec4 t_pos = modelview_projection_matrix * pre_pos;
gl_Position = t_pos;
pos = (modelview_matrix*pre_pos).xyz;
vary_normal = normalize(normal_matrix * normal);
// Transform and pass tex coords
vary_texcoord0.xy = texgen_object(vec4(position, 1.0), texture_matrix0, object_plane_s, object_plane_t);
vec4 t = vec4(texcoord1,0,1);
vary_texcoord0.zw = t.xy;
vary_texcoord1.xy = t.xy-vec2(2.0, 0.0);
vary_texcoord1.zw = t.xy-vec2(1.0, 0.0);
}
|