36 lines
668 B
GLSL
36 lines
668 B
GLSL
/**
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* @file fullbrightSkinnedV.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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mat4 getObjectSkinnedTransform();
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void main()
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{
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//transform vertex
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gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0;
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mat4 mat = getObjectSkinnedTransform();
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mat = gl_ModelViewMatrix * mat;
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vec3 pos = (mat*gl_Vertex).xyz;
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vec4 norm = gl_Vertex;
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norm.xyz += gl_Normal.xyz;
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norm.xyz = (mat*norm).xyz;
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norm.xyz = normalize(norm.xyz-pos.xyz);
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calcAtmospherics(pos.xyz);
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gl_FrontColor = gl_Color;
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gl_Position = gl_ProjectionMatrix*vec4(pos, 1.0);
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gl_FogFragCoord = pos.z;
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}
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