summaryrefslogtreecommitdiff
path: root/indra/newview/app_settings/shaders/class2/objects/shinyV.glsl
blob: d6fca4cda7165793ddea4fbb8809d4b86dc48df7 (plain)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
/**
 * @file shinyV.glsl
 *
 * $LicenseInfo:firstyear=2007&license=viewerlgpl$
 * Second Life Viewer Source Code
 * Copyright (C) 2007, Linden Research, Inc.
 * 
 * This library is free software; you can redistribute it and/or
 * modify it under the terms of the GNU Lesser General Public
 * License as published by the Free Software Foundation;
 * version 2.1 of the License only.
 * 
 * This library is distributed in the hope that it will be useful,
 * but WITHOUT ANY WARRANTY; without even the implied warranty of
 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the GNU
 * Lesser General Public License for more details.
 * 
 * You should have received a copy of the GNU Lesser General Public
 * License along with this library; if not, write to the Free Software
 * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA  02110-1301  USA
 * 
 * Linden Research, Inc., 945 Battery Street, San Francisco, CA  94111  USA
 * $/LicenseInfo$
 */
 

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;
}