PageRenderTime 14ms CodeModel.GetById 7ms app.highlight 2ms RepoModel.GetById 2ms app.codeStats 0ms

/indra/newview/app_settings/shaders/class1/avatar/eyeballV.glsl

https://bitbucket.org/lindenlab/viewer-beta/
Unknown | 59 lines | 48 code | 11 blank | 0 comment | 0 complexity | fd1773d89cc63c351a6f49df031d88f8 MD5 | raw file
 1/** 
 2 * @file eyeballV.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 modelview_matrix;
29uniform mat4 modelview_projection_matrix;
30
31ATTRIBUTE vec3 position;
32ATTRIBUTE vec4 diffuse_color;
33ATTRIBUTE vec3 normal;
34ATTRIBUTE vec2 texcoord0;
35
36VARYING vec4 vertex_color;
37VARYING vec2 vary_texcoord0;
38
39vec4 calcLightingSpecular(vec3 pos, vec3 norm, vec4 color, inout vec4 specularColor, vec4 baseCol);
40void calcAtmospherics(vec3 inPositionEye);
41
42void main()
43{
44	//transform vertex
45	vec3 pos = (modelview_matrix * vec4(position.xyz, 1.0)).xyz;
46	gl_Position = modelview_projection_matrix * vec4(position.xyz, 1.0);
47	vary_texcoord0 = (texture_matrix0 * vec4(texcoord0,0,1)).xy;
48	
49	
50	vec3 norm = normalize(normal_matrix * normal);
51		
52	calcAtmospherics(pos.xyz);
53
54	vec4 specular = vec4(1.0);
55	vec4 color = calcLightingSpecular(pos, norm, diffuse_color, specular, vec4(0.0));	
56	vertex_color = color;
57
58}
59