Imported existing code
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/**
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* @file eyeballV.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 calcLightingSpecular(vec3 pos, vec3 norm, vec4 color, inout vec4 specularColor, 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 = gl_ModelViewProjectionMatrix * gl_Vertex;
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gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0;
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vec3 pos = (gl_ModelViewMatrix * gl_Vertex).xyz;
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vec3 norm = normalize(gl_NormalMatrix * gl_Normal);
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calcAtmospherics(pos.xyz);
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// vec4 specular = specularColor;
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vec4 specular = vec4(1.0);
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vec4 color = calcLightingSpecular(pos, norm, gl_Color, specular, vec4(0.0));
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gl_FrontColor = color;
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gl_FogFragCoord = pos.z;
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}
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