/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
- /**
- * @file terrainV.glsl
- *
- * $LicenseInfo:firstyear=2007&license=viewerlgpl$
- * Second Life Viewer Source Code
- * Copyright (C) 2007, Linden Research, Inc.
- *
- * This library is free software; you can redistribute it and/or
- * modify it under the terms of the GNU Lesser General Public
- * License as published by the Free Software Foundation;
- * version 2.1 of the License only.
- *
- * This library is distributed in the hope that it will be useful,
- * but WITHOUT ANY WARRANTY; without even the implied warranty of
- * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
- * Lesser General Public License for more details.
- *
- * You should have received a copy of the GNU Lesser General Public
- * License along with this library; if not, write to the Free Software
- * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
- *
- * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA
- * $/LicenseInfo$
- */
- uniform mat3 normal_matrix;
- uniform mat4 texture_matrix0;
- uniform mat4 modelview_matrix;
- uniform mat4 modelview_projection_matrix;
- uniform vec4 object_plane_t;
- uniform vec4 object_plane_s;
- ATTRIBUTE vec3 position;
- ATTRIBUTE vec3 normal;
- ATTRIBUTE vec2 texcoord0;
- ATTRIBUTE vec2 texcoord1;
- VARYING vec4 vertex_color;
- VARYING vec4 vary_texcoord0;
- VARYING vec4 vary_texcoord1;
- void calcAtmospherics(vec3 inPositionEye);
- vec4 calcLighting(vec3 pos, vec3 norm, vec4 color, vec4 baseCol);
- vec4 texgen_object(vec4 vpos, vec4 tc, mat4 mat, vec4 tp0, vec4 tp1)
- {
- vec4 tcoord;
-
- tcoord.x = dot(vpos, tp0);
- tcoord.y = dot(vpos, tp1);
- tcoord.z = tc.z;
- tcoord.w = tc.w;
-
- tcoord = mat * tcoord;
-
- return tcoord;
- }
- void main()
- {
- //transform vertex
- gl_Position = modelview_projection_matrix * vec4(position.xyz, 1.0);
- vec4 pos = modelview_matrix * vec4(position.xyz, 1.0);
- vec3 norm = normalize(normal_matrix * normal);
- calcAtmospherics(pos.xyz);
- /// Potentially better without it for water.
- pos /= pos.w;
- vec4 color = calcLighting(pos.xyz, norm, vec4(1,1,1,1), vec4(0));
-
- vertex_color = color;
- // Transform and pass tex coords
- vary_texcoord0.xy = texgen_object(vec4(position.xyz, 1.0), vec4(texcoord0,0,1), texture_matrix0, object_plane_s, object_plane_t).xy;
-
- vec4 t = vec4(texcoord1,0,1);
-
- vary_texcoord0.zw = t.xy;
- vary_texcoord1.xy = t.xy-vec2(2.0, 0.0);
- vary_texcoord1.zw = t.xy-vec2(1.0, 0.0);
- }