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/**
* @file simpleSkinnedV.glsl
*
* Copyright (c) 2007-$CurrentYear$, Linden Research, Inc.
* $License$
*/
attribute vec3 position;
attribute vec3 normal;
attribute vec4 diffuse_color;
attribute vec2 texcoord0;
vec4 calcLighting(vec3 pos, vec3 norm, vec4 color, vec4 baseCol);
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;
vec4 norm = vec4(position.xyz, 1.0);
norm.xyz += normal.xyz;
norm.xyz = (mat*norm).xyz;
norm.xyz = normalize(norm.xyz-pos.xyz);
calcAtmospherics(pos.xyz);
vec4 color = calcLighting(pos.xyz, norm.xyz, diffuse_color, vec4(0.));
gl_FrontColor = color;
gl_Position = gl_ProjectionMatrix*vec4(pos, 1.0);
gl_FogFragCoord = pos.z;
}
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