78 lines
2.1 KiB
GLSL
78 lines
2.1 KiB
GLSL
/**
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* @file class1\environment\terrainV.glsl
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*
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* $LicenseInfo:firstyear=2007&license=viewerlgpl$
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* Second Life Viewer Source Code
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* Copyright (C) 2007, Linden Research, Inc.
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*
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* This library is free software; you can redistribute it and/or
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* modify it under the terms of the GNU Lesser General Public
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* License as published by the Free Software Foundation;
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* version 2.1 of the License only.
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*
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* This library is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
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* Lesser General Public License for more details.
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*
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* You should have received a copy of the GNU Lesser General Public
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* License along with this library; if not, write to the Free Software
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* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
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*
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* Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA
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* $/LicenseInfo$
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*/
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uniform mat3 normal_matrix;
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uniform mat4 texture_matrix0;
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uniform mat4 modelview_matrix;
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uniform mat4 modelview_projection_matrix;
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in vec3 position;
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in vec3 normal;
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in vec4 diffuse_color;
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in vec2 texcoord1;
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out vec3 pos;
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out vec3 vary_normal;
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out vec4 vary_texcoord0;
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out vec4 vary_texcoord1;
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uniform vec4 object_plane_s;
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uniform vec4 object_plane_t;
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vec2 texgen_object(vec4 vpos, mat4 mat, vec4 tp0, vec4 tp1)
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{
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vec4 tcoord;
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tcoord.x = dot(vpos, tp0);
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tcoord.y = dot(vpos, tp1);
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tcoord.z = 0;
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tcoord.w = 1;
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tcoord = mat * tcoord;
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return tcoord.xy;
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}
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void main()
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{
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//transform vertex
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vec4 pre_pos = vec4(position.xyz, 1.0);
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vec4 t_pos = modelview_projection_matrix * pre_pos;
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gl_Position = t_pos;
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pos = (modelview_matrix*pre_pos).xyz;
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vary_normal = normalize(normal_matrix * normal);
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// Transform and pass tex coords
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vary_texcoord0.xy = texgen_object(vec4(position, 1.0), texture_matrix0, object_plane_s, object_plane_t);
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vec4 t = vec4(texcoord1,0,1);
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vary_texcoord0.zw = t.xy;
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vary_texcoord1.xy = t.xy-vec2(2.0, 0.0);
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vary_texcoord1.zw = t.xy-vec2(1.0, 0.0);
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}
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