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

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