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/**
* @file shinyV.glsl
*
* $LicenseInfo:firstyear=2007&license=viewerlgpl$
* $/LicenseInfo$
*/
attribute vec4 position;
attribute vec2 texcoord0;
attribute vec3 normal;
attribute vec4 diffuse_color;
vec4 calcLighting(vec3 pos, vec3 norm, vec4 color, vec4 baseCol);
void calcAtmospherics(vec3 inPositionEye);
varying float vary_texture_index;
uniform vec4 origin;
void main()
{
//transform vertex
vec4 vert = vec4(position.xyz,1.0);
vary_texture_index = position.w;
vec4 pos = (gl_ModelViewMatrix * vert);
gl_Position = gl_ModelViewProjectionMatrix*vec4(position.xyz, 1.0);
vec3 norm = normalize(gl_NormalMatrix * normal);
vec3 ref = reflect(pos.xyz, -norm);
gl_TexCoord[0] = gl_TextureMatrix[0] * vec4(texcoord0,0,1);
gl_TexCoord[1] = gl_TextureMatrix[1]*vec4(ref,1.0);
calcAtmospherics(pos.xyz);
gl_FrontColor = calcLighting(pos.xyz, norm, diffuse_color, vec4(0.0));
gl_FogFragCoord = pos.z;
}
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