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/**
* @file simpleV.glsl
*
* Copyright (c) 2007-$CurrentYear$, Linden Research, Inc.
* $License$
*/
vec4 calcLighting(vec3 pos, vec3 norm, vec4 color, vec4 baseCol);
void calcAtmospherics(vec3 inPositionEye);
void main()
{
//transform vertex
gl_Position = ftransform(); //gl_ModelViewProjectionMatrix * gl_Vertex;
gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0;
vec4 pos = (gl_ModelViewMatrix * gl_Vertex);
vec3 norm = normalize(gl_NormalMatrix * gl_Normal);
calcAtmospherics(pos.xyz);
vec4 color = calcLighting(pos.xyz, norm, gl_Color, vec4(0.));
gl_FrontColor = color;
gl_FogFragCoord = pos.z;
}
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