/indra/newview/app_settings/shaders/class1/objects/shinyV.glsl
https://bitbucket.org/lindenlab/viewer-beta/ · GLSL · 65 lines · 29 code · 11 blank · 25 comment · 0 complexity · 9edae8b2dc158803694f2a967a2e13cb MD5 · raw file
- /**
- * @file shinyV.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 texture_matrix1;
- uniform mat4 modelview_matrix;
- uniform mat4 modelview_projection_matrix;
- ATTRIBUTE vec3 position;
- void passTextureIndex();
- ATTRIBUTE vec2 texcoord0;
- ATTRIBUTE vec3 normal;
- ATTRIBUTE vec4 diffuse_color;
- VARYING vec4 vertex_color;
- VARYING vec2 vary_texcoord0;
- VARYING vec3 vary_texcoord1;
- vec4 calcLighting(vec3 pos, vec3 norm, vec4 color, vec4 baseCol);
- void calcAtmospherics(vec3 inPositionEye);
- uniform vec4 origin;
- void main()
- {
- //transform vertex
- vec4 vert = vec4(position.xyz,1.0);
- passTextureIndex();
- vec4 pos = (modelview_matrix * vert);
- gl_Position = modelview_projection_matrix*vec4(position.xyz, 1.0);
-
- vec3 norm = normalize(normal_matrix * normal);
- vec3 ref = reflect(pos.xyz, -norm);
- vary_texcoord0 = (texture_matrix0 * vec4(texcoord0,0,1)).xy;
- vary_texcoord1 = (texture_matrix1*vec4(ref,1.0)).xyz;
- calcAtmospherics(pos.xyz);
- vertex_color = calcLighting(pos.xyz, norm, diffuse_color, vec4(0.0));
- }