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/**
* @file starsV.glsl
*
* $LicenseInfo:firstyear=2007&license=viewerlgpl$
* Second Life Viewer Source Code
* Copyright (C) 2007, Linden Research, Inc.
*
* This library is free software; you can redistribute it and/or
* modify it under the terms of the GNU Lesser General Public
* License as published by the Free Software Foundation;
* version 2.1 of the License only.
*
* This library is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
* Lesser General Public License for more details.
*
* You should have received a copy of the GNU Lesser General Public
* License along with this library; if not, write to the Free Software
* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
*
* Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA
David Parks
committed
uniform mat4 texture_matrix0;
uniform mat4 modelview_projection_matrix;
David Parks
committed
in vec3 position;
in vec4 diffuse_color;
in vec2 texcoord0;
out vec4 vertex_color;
out vec2 vary_texcoord0;
out vec2 screenpos;
void main()
{
//transform vertex
// smash to far clip plane to
// avoid rendering on top of moon (do NOT write to gl_FragDepth, it's slow)
pos.z = pos.w;
float t = mod(time, 1.25f);
screenpos = position.xy * vec2(t, t);
vary_texcoord0 = (texture_matrix0 * vec4(texcoord0,0,1)).xy;
vertex_color = diffuse_color;