terrainV.glsl
上传用户:king477883
上传日期:2021-03-01
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文件大小:1k
- /**
- * @file terrainV.glsl
- *
- * Copyright (c) 2007-$CurrentYear$, Linden Research, Inc.
- * $License$
- */
- 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 = ftransform();
- vec4 pos = gl_ModelViewMatrix * gl_Vertex;
- vec3 norm = normalize(gl_NormalMatrix * gl_Normal);
- /// Potentially better without it for water.
- pos /= pos.w;
- calcAtmospherics((gl_ModelViewMatrix * gl_Vertex).xyz);
- vec4 color = calcLighting(pos.xyz, norm, gl_Color, vec4(0));
-
- gl_FrontColor = color;
- // Transform and pass tex coords
- gl_TexCoord[0].xy = texgen_object(gl_Vertex, gl_MultiTexCoord0, gl_TextureMatrix[0], gl_ObjectPlaneS[0], gl_ObjectPlaneT[0]).xy;
-
- vec4 t = gl_MultiTexCoord1;
-
- gl_TexCoord[0].zw = t.xy;
- gl_TexCoord[1].xy = t.xy-vec2(2.0, 0.0);
- gl_TexCoord[1].zw = t.xy-vec2(1.0, 0.0);
- }