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/indra/newview/app_settings/shaders/class2/avatar/eyeballV.glsl

https://bitbucket.org/lindenlab/viewer-beta/
Unknown | 62 lines | 49 code | 13 blank | 0 comment | 0 complexity | a435b79fdda3fc4ae74ae1db033871a5 MD5 | raw file
Possible License(s): LGPL-2.1
  1. /**
  2. * @file eyeballV.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. uniform mat3 normal_matrix;
  26. uniform mat4 texture_matrix0;
  27. uniform mat4 modelview_matrix;
  28. uniform mat4 modelview_projection_matrix;
  29. ATTRIBUTE vec3 position;
  30. ATTRIBUTE vec4 diffuse_color;
  31. ATTRIBUTE vec3 normal;
  32. ATTRIBUTE vec2 texcoord0;
  33. VARYING vec4 vertex_color;
  34. VARYING vec2 vary_texcoord0;
  35. vec4 calcLightingSpecular(vec3 pos, vec3 norm, vec4 color, inout vec4 specularColor, vec4 baseCol);
  36. void calcAtmospherics(vec3 inPositionEye);
  37. void main()
  38. {
  39. //transform vertex
  40. vec3 pos = (modelview_matrix * vec4(position.xyz, 1.0)).xyz;
  41. gl_Position = modelview_projection_matrix * vec4(position.xyz, 1.0);
  42. vary_texcoord0 = (texture_matrix0 * vec4(texcoord0,0,1)).xy;
  43. vec3 norm = normalize(normal_matrix * normal);
  44. calcAtmospherics(pos.xyz);
  45. // vec4 specular = specularColor;
  46. vec4 specular = vec4(1.0);
  47. vec4 color = calcLightingSpecular(pos, norm, diffuse_color, specular, vec4(0.0));
  48. vertex_color = color;
  49. }