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/**
* @file highlightV.glsl
*
* Copyright (c) 2007-$CurrentYear$, Linden Research, Inc.
* $License$
*/
void main()
{
//transform vertex
gl_Position = ftransform();
vec3 pos = (gl_ModelViewMatrix * gl_Vertex).xyz;
pos = normalize(pos);
float d = dot(pos, normalize(gl_NormalMatrix * gl_Normal));
d *= d;
d = 1.0 - d;
d *= d;
d = min(d, gl_Color.a*2.0);
gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0;
gl_FrontColor.rgb = gl_Color.rgb;
gl_FrontColor.a = max(d, gl_Color.a);
}
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