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starruler-linux/data/shaders/source/atmosphere_vs.txt
T
2018-07-17 14:15:37 +02:00

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attribute vec4 in_position;
attribute vec3 in_normal;
attribute vec2 in_uv;
varying vec2 uv;
varying vec3 pos, center;
varying vec3 normal, binormal, tangent, light, light2;
varying float dist, dist2;
uniform float nodeScale;
void main()
{
normal = normalize(gl_NormalMatrix * in_normal);
binormal = normalize(cross(normal, gl_NormalMatrix * vec3(0.0,0.999,0.04471017781)));
tangent = normalize(cross(normal, binormal));
vec4 vertPos = gl_ModelViewMatrix * in_position;
pos = vertPos.xyz;
center = (gl_ModelViewMatrix * vec4(0.0,0.0,0.0,1.0)).xyz;
vec4 lpos = gl_LightSource[0].position;
vec4 lpos2 = gl_LightSource[1].position;
vec4 s = normalize(lpos-vertPos);
vec4 s2 = normalize(lpos2-vertPos);
light = s.xyz;
light2 = s2.xyz;
dist = distance(vertPos, lpos);
dist2 = distance(vertPos, lpos2);
uv = in_uv;
gl_Position = gl_ProjectionMatrix * vertPos;
}