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/**
* @file terrainV.glsl
*
* $LicenseInfo:firstyear=2007&license=viewerlgpl$
* $/LicenseInfo$
*/
attribute vec3 position;
attribute vec3 normal;
attribute vec4 diffuse_color;
attribute vec2 texcoord0;
attribute vec2 texcoord1;
void calcAtmospherics(vec3 inPositionEye);
vec4 calcLighting(vec3 pos, vec3 norm, vec4 color, vec4 baseCol);
vec4 texgen_object(vec4 vpos, vec4 tc, mat4 mat, vec4 tp0, vec4 tp1)
{
vec4 tcoord;
tcoord.x = dot(vpos, tp0);
tcoord.y = dot(vpos, tp1);
tcoord.z = tc.z;
tcoord.w = tc.w;
tcoord = mat * tcoord;
return tcoord;
}
void main()
{
//transform vertex
gl_Position = gl_ModelViewProjectionMatrix * vec4(position.xyz, 1.0);
vec4 pos = gl_ModelViewMatrix * vec4(position.xyz, 1.0);
vec3 norm = normalize(gl_NormalMatrix * normal);
calcAtmospherics(pos.xyz);
/// Potentially better without it for water.
pos /= pos.w;
vec4 color = calcLighting(pos.xyz, norm, diffuse_color, vec4(0));
gl_FrontColor = color;
// Transform and pass tex coords
gl_TexCoord[0].xy = texgen_object(vec4(position.xyz, 1.0), vec4(texcoord0,0,1), gl_TextureMatrix[0], gl_ObjectPlaneS[0], gl_ObjectPlaneT[0]).xy;
vec4 t = vec4(texcoord1,0,1);
gl_TexCoord[0].zw = t.xy;
gl_TexCoord[1].xy = t.xy-vec2(2.0, 0.0);
gl_TexCoord[1].zw = t.xy-vec2(1.0, 0.0);
}
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