44 lines
901 B
GLSL
44 lines
901 B
GLSL
/**
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* @file avatarV.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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mat4 getSkinnedTransform();
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void calcAtmospherics(vec3 inPositionEye);
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void main()
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{
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gl_TexCoord[0] = gl_MultiTexCoord0;
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vec4 pos;
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vec3 norm;
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mat4 trans = getSkinnedTransform();
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pos.x = dot(trans[0], gl_Vertex);
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pos.y = dot(trans[1], gl_Vertex);
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pos.z = dot(trans[2], gl_Vertex);
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pos.w = 1.0;
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norm.x = dot(trans[0].xyz, gl_Normal);
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norm.y = dot(trans[1].xyz, gl_Normal);
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norm.z = dot(trans[2].xyz, gl_Normal);
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norm = normalize(norm);
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gl_Position = gl_ProjectionMatrix * pos;
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//gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;
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gl_FogFragCoord = length(pos.xyz);
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calcAtmospherics(pos.xyz);
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vec4 color = calcLighting(pos.xyz, norm, gl_Color, vec4(0,0,0,0));
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gl_FrontColor = color;
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}
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