Files
2010-04-02 02:48:44 -03:00

25 lines
444 B
GLSL

/**
* @file softenLightF.glsl
*
* Copyright (c) 2007-$CurrentYear$, Linden Research, Inc.
* $License$
*/
uniform vec2 screen_res;
varying vec4 vary_light;
varying vec2 vary_fragcoord;
void main()
{
//transform vertex
gl_Position = ftransform();
vec4 pos = gl_ModelViewProjectionMatrix * gl_Vertex;
vary_fragcoord = (pos.xy*0.5+0.5)*screen_res;
vec4 tex = gl_MultiTexCoord0;
tex.w = 1.0;
vary_light = gl_MultiTexCoord0;
}