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/**
* @file fullbrightShinyV.glsl
*
* Copyright (c) 2007-$CurrentYear$, Linden Research, Inc.
* $License$
*/
void calcAtmospherics(vec3 inPositionEye);
uniform vec4 origin;
void main()
{
//transform vertex
gl_Position = ftransform();
vec4 pos = (gl_ModelViewMatrix * gl_Vertex);
vec3 norm = normalize(gl_NormalMatrix * gl_Normal);
vec3 ref = reflect(pos.xyz, -norm);
gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0;
gl_TexCoord[1] = gl_TextureMatrix[1]*vec4(ref,1.0);
calcAtmospherics(pos.xyz);
gl_FrontColor = gl_Color;
gl_FogFragCoord = pos.z;
}
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