Imported existing code
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/**
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* @file simpleV.glsl
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*
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* Copyright (c) 2007-$CurrentYear$, Linden Research, Inc.
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* $License$
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*/
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vec4 calcLighting(vec3 pos, vec3 norm, vec4 color, vec4 baseCol);
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void calcAtmospherics(vec3 inPositionEye);
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void main()
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{
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//transform vertex
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gl_Position = ftransform();
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gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0;
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vec4 pos = (gl_ModelViewMatrix * gl_Vertex);
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vec3 norm = normalize(gl_NormalMatrix * gl_Normal);
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calcAtmospherics(pos.xyz);
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vec4 color = calcLighting(pos.xyz, norm, gl_Color, vec4(0.));
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gl_FrontColor = color;
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gl_FogFragCoord = pos.z;
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}
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