3 * @brief Atmosphere vertex shader
8out_qualifier vec4 ambientLight;
9out_qualifier vec4 diffuseLight;
10out_qualifier vec4 specularLight;
12out_qualifier vec3 lightVec;
13out_qualifier vec3 eyeVec;
18 gl_Position = ftransform();
20 tex = gl_MultiTexCoord0.xy * UVSCALE;
22 vec4 lightPos = gl_LightSource[0].position;
23 ambientLight = gl_LightSource[0].ambient;
24 diffuseLight = gl_LightSource[0].diffuse;
25 specularLight = gl_LightSource[0].specular;
28 n = normalize(gl_NormalMatrix * gl_Normal);
29 t = normalize(cross(n, vec3(1.0, 0.0, 0.0)));
30 b = normalize(cross(t, n));
32 lightVec.x = dot(lightPos.rgb, t);
33 lightVec.y = dot(lightPos.rgb, b);
34 lightVec.z = dot(lightPos.rgb, n);
36 /* estimate view vector (orthographic projection means we don't really have one) */
37 vec4 view = vec4(0.0, 0.0, 100.0, 1.0);
38 eyeVec.x = dot(view.xyz, t);
39 eyeVec.y = dot(view.xyz, b);
40 eyeVec.z = dot(view.xyz, n);