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/**
* @file advancedAtmoV.glsl
*
* $LicenseInfo:firstyear=2005&license=viewerlgpl$
* Second Life Viewer Source Code
* Copyright (C) 2005, 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
* $/LicenseInfo$
*/
uniform vec3 cameraPosLocal;
uniform mat4 modelview_projection_matrix;
uniform mat4 modelview_matrix;
uniform mat4 inv_proj;
uniform mat4 inv_modelview;
ATTRIBUTE vec3 position;
// Inputs
uniform vec3 camPosLocal;
out vec3 view_pos;
out vec3 view_dir;
void main()
{
// pass through untransformed fullscreen pos (clipspace)
gl_Position = vec4(position.xyz, 1.0);
view_pos = (inv_proj * vec4(position, 1.0f)).xyz;
// this will be normalized in the frag shader...
//view_dir = (inv_modelview * view_pos).xyz;
view_dir = view_pos - camPosLocal;
}
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