/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

  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. uniform mat3 normal_matrix;
  26. uniform mat4 texture_matrix0;
  27. uniform mat4 texture_matrix1;
  28. uniform mat4 modelview_matrix;
  29. uniform mat4 modelview_projection_matrix;
  30. ATTRIBUTE vec3 position;
  31. void passTextureIndex();
  32. ATTRIBUTE vec2 texcoord0;
  33. ATTRIBUTE vec3 normal;
  34. ATTRIBUTE vec4 diffuse_color;
  35. VARYING vec4 vertex_color;
  36. VARYING vec2 vary_texcoord0;
  37. VARYING vec3 vary_texcoord1;
  38. vec4 calcLighting(vec3 pos, vec3 norm, vec4 color, vec4 baseCol);
  39. void calcAtmospherics(vec3 inPositionEye);
  40. uniform vec4 origin;
  41. void main()
  42. {
  43. //transform vertex
  44. vec4 vert = vec4(position.xyz,1.0);
  45. passTextureIndex();
  46. vec4 pos = (modelview_matrix * vert);
  47. gl_Position = modelview_projection_matrix*vec4(position.xyz, 1.0);
  48. vec3 norm = normalize(normal_matrix * normal);
  49. vec3 ref = reflect(pos.xyz, -norm);
  50. vary_texcoord0 = (texture_matrix0 * vec4(texcoord0,0,1)).xy;
  51. vary_texcoord1 = (texture_matrix1*vec4(ref,1.0)).xyz;
  52. calcAtmospherics(pos.xyz);
  53. vertex_color = calcLighting(pos.xyz, norm, diffuse_color, vec4(0.0));
  54. }