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/**
* @file terrainV.glsl
*
* $LicenseInfo:firstyear=2007&license=viewerlgpl$
* $/LicenseInfo$
*/
attribute vec3 position;
attribute vec3 normal;
attribute vec4 diffuse_color;
attribute vec2 texcoord0;
attribute vec2 texcoord1;
attribute vec2 texcoord2;
attribute vec2 texcoord3;
vec4 calcLighting(vec3 pos, vec3 norm, vec4 color, vec4 baseCol);
vec4 texgen_object(vec4 vpos, vec4 tc, mat4 mat, vec4 tp0, vec4 tp1)
{
vec4 tcoord;
tcoord.x = dot(vpos, tp0);
tcoord.y = dot(vpos, tp1);
tcoord.z = tc.z;
tcoord.w = tc.w;
tcoord = mat * tcoord;
return tcoord;
}
void main()
{
//transform vertex
gl_Position = gl_ModelViewProjectionMatrix * vec4(position.xyz, 1.0);
vec4 pos = gl_ModelViewMatrix * position;
vec3 norm = normalize(gl_NormalMatrix * normal);
vec4 color = calcLighting(pos.xyz, norm, vec4(1,1,1,1), diffuse_color);
gl_FrontColor = color;
gl_TexCoord[0] = texgen_object(vec4(position.xyz, 1.0),vec4(texcoord0,0,1),gl_TextureMatrix[0],gl_ObjectPlaneS[0],gl_ObjectPlaneT[0]);
gl_TexCoord[1] = gl_TextureMatrix[1]*vec4(texcoord1,0,1);
gl_TexCoord[2] = texgen_object(vec4(position.xyz, 1.0),vec4(texcoord2,0,1),gl_TextureMatrix[2],gl_ObjectPlaneS[2],gl_ObjectPlaneT[2]);
gl_TexCoord[3] = gl_TextureMatrix[3]*vec4(texcoord3,0,1);
}
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