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/indra/newview/app_settings/shaders/class1/environment/terrainV.glsl

https://bitbucket.org/lindenlab/viewer-beta/
Unknown | 87 lines | 67 code | 20 blank | 0 comment | 0 complexity | 0086b3df64b1da55bac5c585649b2946 MD5 | raw file
 1/**
 2 * @file terrainV.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
26uniform mat3 normal_matrix;
27uniform mat4 texture_matrix0;
28uniform mat4 modelview_matrix;
29uniform mat4 modelview_projection_matrix;
30
31uniform vec4 object_plane_t;
32uniform vec4 object_plane_s;
33
34ATTRIBUTE vec3 position;
35ATTRIBUTE vec3 normal;
36ATTRIBUTE vec2 texcoord0;
37ATTRIBUTE vec2 texcoord1;
38
39VARYING vec4 vertex_color;
40VARYING vec4 vary_texcoord0;
41VARYING vec4 vary_texcoord1;
42
43void calcAtmospherics(vec3 inPositionEye);
44
45vec4 calcLighting(vec3 pos, vec3 norm, vec4 color, vec4 baseCol);
46
47vec4 texgen_object(vec4  vpos, vec4 tc, mat4 mat, vec4 tp0, vec4 tp1)
48{
49	vec4 tcoord;
50	
51	tcoord.x = dot(vpos, tp0);
52	tcoord.y = dot(vpos, tp1);
53	tcoord.z = tc.z;
54	tcoord.w = tc.w;
55	
56	tcoord = mat * tcoord; 
57	
58	return tcoord; 
59}
60
61void main()
62{
63	//transform vertex
64	gl_Position = modelview_projection_matrix * vec4(position.xyz, 1.0);
65
66	vec4 pos = modelview_matrix * vec4(position.xyz, 1.0);
67	vec3 norm = normalize(normal_matrix * normal);
68
69	calcAtmospherics(pos.xyz);
70
71	/// Potentially better without it for water.
72	pos /= pos.w;
73
74	vec4 color = calcLighting(pos.xyz, norm, vec4(1,1,1,1), vec4(0));
75	
76	vertex_color = color;
77
78	// Transform and pass tex coords
79 	vary_texcoord0.xy = texgen_object(vec4(position.xyz, 1.0), vec4(texcoord0,0,1), texture_matrix0, object_plane_s, object_plane_t).xy;
80	
81	vec4 t = vec4(texcoord1,0,1);
82	
83	vary_texcoord0.zw = t.xy;
84	vary_texcoord1.xy = t.xy-vec2(2.0, 0.0);
85	vary_texcoord1.zw = t.xy-vec2(1.0, 0.0);
86}
87