-Nametag bubble visbility is oddly inconsistent. May vanish with future planned UI merges... -VBOs are PAINFULLY slow on ATI hardware. This repos self-compiled davep/shining-fixes branch, so I'll leave the ball in LL's court for now regarding that.
88 lines
2.3 KiB
GLSL
88 lines
2.3 KiB
GLSL
/**
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* @file terrainV.glsl
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*
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* $LicenseInfo:firstyear=2007&license=viewerlgpl$
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* Second Life Viewer Source Code
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* Copyright (C) 2007, Linden Research, Inc.
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*
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* This library is free software; you can redistribute it and/or
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* modify it under the terms of the GNU Lesser General Public
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* License as published by the Free Software Foundation;
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* version 2.1 of the License only.
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*
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* This library is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
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* Lesser General Public License for more details.
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*
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* You should have received a copy of the GNU Lesser General Public
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* License along with this library; if not, write to the Free Software
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* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
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*
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* Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA
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* $/LicenseInfo$
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*/
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uniform mat3 normal_matrix;
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uniform mat4 texture_matrix0;
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uniform mat4 modelview_matrix;
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uniform mat4 modelview_projection_matrix;
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uniform vec4 object_plane_t;
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uniform vec4 object_plane_s;
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ATTRIBUTE vec3 position;
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ATTRIBUTE vec3 normal;
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ATTRIBUTE vec2 texcoord0;
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ATTRIBUTE vec2 texcoord1;
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VARYING vec4 vertex_color;
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VARYING vec4 vary_texcoord0;
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VARYING vec4 vary_texcoord1;
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void calcAtmospherics(vec3 inPositionEye);
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vec4 calcLighting(vec3 pos, vec3 norm, vec4 color, vec4 baseCol);
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vec4 texgen_object(vec4 vpos, vec4 tc, mat4 mat, vec4 tp0, vec4 tp1)
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{
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vec4 tcoord;
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tcoord.x = dot(vpos, tp0);
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tcoord.y = dot(vpos, tp1);
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tcoord.z = tc.z;
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tcoord.w = tc.w;
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tcoord = mat * tcoord;
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return tcoord;
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}
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void main()
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{
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//transform vertex
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gl_Position = modelview_projection_matrix * vec4(position.xyz, 1.0);
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vec4 pos = modelview_matrix * vec4(position.xyz, 1.0);
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vec3 norm = normalize(normal_matrix * normal);
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calcAtmospherics(pos.xyz);
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/// Potentially better without it for water.
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pos /= pos.w;
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vec4 color = calcLighting(pos.xyz, norm, vec4(1,1,1,1), vec4(0));
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vertex_color = color;
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// Transform and pass tex coords
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vary_texcoord0.xy = texgen_object(vec4(position.xyz, 1.0), vec4(texcoord0,0,1), texture_matrix0, object_plane_s, object_plane_t).xy;
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vec4 t = vec4(texcoord1,0,1);
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vary_texcoord0.zw = t.xy;
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vary_texcoord1.xy = t.xy-vec2(2.0, 0.0);
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vary_texcoord1.zw = t.xy-vec2(1.0, 0.0);
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}
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