/indra/newview/app_settings/shaders/class2/objects/shinyV.glsl

https://bitbucket.org/lindenlab/viewer-beta/ · GLSL · 55 lines · 18 code · 12 blank · 25 comment · 0 complexity · f8eb07f9c996b81df8b5782c5cf976e0 MD5 · raw file

  1. /**
  2. * @file shinyV.glsl
  3. *
  4. * $LicenseInfo:firstyear=2007&license=viewerlgpl$
  5. * Second Life Viewer Source Code
  6. * Copyright (C) 2007, Linden Research, Inc.
  7. *
  8. * This library is free software; you can redistribute it and/or
  9. * modify it under the terms of the GNU Lesser General Public
  10. * License as published by the Free Software Foundation;
  11. * version 2.1 of the License only.
  12. *
  13. * This library is distributed in the hope that it will be useful,
  14. * but WITHOUT ANY WARRANTY; without even the implied warranty of
  15. * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
  16. * Lesser General Public License for more details.
  17. *
  18. * You should have received a copy of the GNU Lesser General Public
  19. * License along with this library; if not, write to the Free Software
  20. * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
  21. *
  22. * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA
  23. * $/LicenseInfo$
  24. */
  25. vec4 calcLighting(vec3 pos, vec3 norm, vec4 color, vec4 baseCol);
  26. void calcAtmospherics(vec3 inPositionEye);
  27. varying float vary_texture_index;
  28. uniform vec4 origin;
  29. void main()
  30. {
  31. //transform vertex
  32. vec4 vert = vec4(gl_Vertex.xyz,1.0);
  33. vary_texture_index = gl_Vertex.w;
  34. gl_Position = gl_ModelViewProjectionMatrix*vert;
  35. vec4 pos = (gl_ModelViewMatrix * vert);
  36. vec3 norm = normalize(gl_NormalMatrix * gl_Normal);
  37. vec3 ref = reflect(pos.xyz, -norm);
  38. gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0;
  39. gl_TexCoord[1] = gl_TextureMatrix[1]*vec4(ref,1.0);
  40. calcAtmospherics(pos.xyz);
  41. gl_FrontColor = calcLighting(pos.xyz, norm, gl_Color, vec4(0.0));
  42. gl_FogFragCoord = pos.z;
  43. }