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/indra/newview/app_settings/shaders/class1/objects/shinyV.glsl

https://bitbucket.org/lindenlab/viewer-beta/
Unknown | 65 lines | 54 code | 11 blank | 0 comment | 0 complexity | 9edae8b2dc158803694f2a967a2e13cb 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
26uniform mat3 normal_matrix;
27uniform mat4 texture_matrix0;
28uniform mat4 texture_matrix1;
29uniform mat4 modelview_matrix;
30uniform mat4 modelview_projection_matrix;
31
32ATTRIBUTE vec3 position;
33void passTextureIndex();
34ATTRIBUTE vec2 texcoord0;
35ATTRIBUTE vec3 normal;
36ATTRIBUTE vec4 diffuse_color;
37
38VARYING vec4 vertex_color;
39VARYING vec2 vary_texcoord0;
40VARYING vec3 vary_texcoord1;
41
42vec4 calcLighting(vec3 pos, vec3 norm, vec4 color, vec4 baseCol);
43
44void calcAtmospherics(vec3 inPositionEye);
45
46uniform vec4 origin;
47
48void main()
49{
50	//transform vertex
51	vec4 vert = vec4(position.xyz,1.0);
52	passTextureIndex();
53	vec4 pos = (modelview_matrix * vert);
54	gl_Position = modelview_projection_matrix*vec4(position.xyz, 1.0);
55		
56	vec3 norm = normalize(normal_matrix * normal);
57	vec3 ref = reflect(pos.xyz, -norm);
58
59	vary_texcoord0 = (texture_matrix0 * vec4(texcoord0,0,1)).xy;
60	vary_texcoord1 = (texture_matrix1*vec4(ref,1.0)).xyz;
61
62	calcAtmospherics(pos.xyz);
63
64	vertex_color = calcLighting(pos.xyz, norm, diffuse_color, vec4(0.0));	
65}