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/** 
 * @file shinyV.glsl
 *
 * $LicenseInfo:firstyear=2007&license=viewerlgpl$
 * $/LicenseInfo$
 */
 
#version 120

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);

	calcAtmospherics(pos.xyz);
	
	gl_FrontColor = gl_Color;
	
	vec3 ref = reflect(pos.xyz, -norm);
	
	gl_TexCoord[0] = gl_TextureMatrix[0]*vec4(ref,1.0);
	
	gl_FogFragCoord = pos.z;
}