53 lines
1.1 KiB
GLSL
53 lines
1.1 KiB
GLSL
/**
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* @file terrainV.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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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 = ftransform();
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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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/// Potentially better without it for water.
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pos /= pos.w;
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calcAtmospherics((gl_ModelViewMatrix * gl_Vertex).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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// Transform and pass tex coords
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gl_TexCoord[0].xy = texgen_object(gl_Vertex, gl_MultiTexCoord0, gl_TextureMatrix[0], gl_ObjectPlaneS[0], gl_ObjectPlaneT[0]).xy;
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vec4 t = gl_MultiTexCoord1;
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gl_TexCoord[0].zw = t.xy;
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gl_TexCoord[1].xy = t.xy-vec2(2.0, 0.0);
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gl_TexCoord[1].zw = t.xy-vec2(1.0, 0.0);
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}
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