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/**
* @file previewV.glsl
*
* $LicenseInfo:firstyear=2007&license=viewerlgpl$
* $/LicenseInfo$
*/
attribute vec3 position;
attribute vec3 normal;
attribute vec2 texcoord0;
vec4 calcLighting(vec3 pos, vec3 norm, vec4 color, vec4 baseCol);
void calcAtmospherics(vec3 inPositionEye);
void main()
{
//transform vertex
vec4 pos = (gl_ModelViewMatrix * vec4(position.xyz, 1.0));
gl_Position = gl_ModelViewProjectionMatrix * vec4(position.xyz, 1.0);
gl_TexCoord[0] = gl_TextureMatrix[0] * vec4(texcoord0,0,1);
vec3 norm = normalize(gl_NormalMatrix * normal);
calcAtmospherics(pos.xyz);
vec4 color = calcLighting(pos.xyz, norm, vec4(1,1,1,1), vec4(0.));
gl_FrontColor = color;
gl_FogFragCoord = pos.z;
}
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