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/**
* @file emissiveSkinnedV.glsl
*
* Copyright (c) 2007-$CurrentYear$, Linden Research, Inc.
* $License$
*/
attribute vec3 position;
attribute float emissive;
attribute vec2 texcoord0;
void calcAtmospherics(vec3 inPositionEye);
mat4 getObjectSkinnedTransform();
void main()
{
//transform vertex
gl_TexCoord[0] = gl_TextureMatrix[0] * vec4(texcoord0,0,1);
mat4 mat = getObjectSkinnedTransform();
mat = gl_ModelViewMatrix * mat;
vec3 pos = (mat*vec4(position.xyz, 1.0)).xyz;
calcAtmospherics(pos.xyz);
gl_FrontColor = vec4(0,0,0,emissive);
gl_Position = gl_ProjectionMatrix*vec4(pos, 1.0);
gl_FogFragCoord = pos.z;
}
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