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Removed unused resources.
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#version 120
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//
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// face.frag
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// fragment shader
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//
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// Created by Andrzej Kapolka on 7/12/13.
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// Copyright (c) 2013 High Fidelity, Inc. All rights reserved.
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//
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// the color texture
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uniform sampler2D colorTexture;
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void main(void) {
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// for now, just modulate color
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gl_FragColor = gl_Color * texture2D(colorTexture, gl_TexCoord[0].st);
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}
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#version 120
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//
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// face.vert
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// vertex shader
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//
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// Created by Andrzej Kapolka on 7/12/13.
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// Copyright (c) 2013 High Fidelity, Inc. All rights reserved.
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//
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// the lower left texture coordinate
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uniform vec2 texCoordCorner;
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// the texture coordinate vector from left to right
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uniform vec2 texCoordRight;
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// the texture coordinate vector from bottom to the top
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uniform vec2 texCoordUp;
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// the depth texture
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uniform sampler2D depthTexture;
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void main(void) {
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gl_TexCoord[0] = vec4(texCoordCorner + gl_Vertex.x * texCoordRight + gl_Vertex.y * texCoordUp, 0.0, 1.0);
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float depth = texture2D(depthTexture, gl_TexCoord[0].st).r;
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// set alpha to zero for invalid depth values
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const float MIN_VISIBLE_DEPTH = 1.0 / 255.0;
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const float MAX_VISIBLE_DEPTH = 254.0 / 255.0;
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gl_FrontColor = vec4(1.0, 1.0, 1.0, step(MIN_VISIBLE_DEPTH, depth) * (1.0 - step(MAX_VISIBLE_DEPTH, depth)));
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gl_Position = gl_ModelViewProjectionMatrix * vec4(0.5 - gl_Vertex.x, gl_Vertex.y - 0.5, depth - 0.5, 1.0);
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}
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#version 120
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//
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// face_textured.frag
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// fragment shader
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//
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// Created by Andrzej Kapolka on 8/6/13.
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// Copyright (c) 2013 High Fidelity, Inc. All rights reserved.
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//
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// the texture coordinate vector from left to right
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uniform vec2 texCoordRight;
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// the texture coordinate vector from bottom to the top
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uniform vec2 texCoordUp;
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// the permutation/normal texture
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uniform sampler2D permutationNormalTexture;
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// the depth texture
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uniform sampler2D depthTexture;
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// the position in model space
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varying vec3 position;
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// returns the gradient at a single corner of our sampling cube
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vec3 grad(vec3 location) {
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float p1 = texture2D(permutationNormalTexture, vec2(location.x / 256.0, 0.25)).r;
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float p2 = texture2D(permutationNormalTexture, vec2(p1 + location.y / 256.0, 0.25)).r;
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return texture2D(permutationNormalTexture, vec2(p2 + location.z / 256.0, 0.75)).xyz * 2.0 - vec3(1.0, 1.0, 1.0);
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}
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// returns the perlin noise value for the specified location
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float perlin(vec3 location) {
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vec3 floors = floor(location);
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vec3 ceils = ceil(location);
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vec3 fff = grad(floors);
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vec3 ffc = grad(vec3(floors.x, floors.y, ceils.z));
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vec3 fcf = grad(vec3(floors.x, ceils.y, floors.z));
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vec3 fcc = grad(vec3(floors.x, ceils.y, ceils.z));
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vec3 cff = grad(vec3(ceils.x, floors.y, floors.z));
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vec3 cfc = grad(vec3(ceils.x, floors.y, ceils.z));
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vec3 ccf = grad(vec3(ceils.x, ceils.y, floors.z));
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vec3 ccc = grad(ceils);
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vec3 ffracts = fract(location);
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vec3 cfracts = ffracts - vec3(1.0, 1.0, 1.0);
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vec3 params = ffracts*ffracts*(3.0 - 2.0*ffracts);
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float fffv = dot(fff, ffracts);
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float ffcv = dot(ffc, vec3(ffracts.x, ffracts.y, cfracts.z));
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float fcfv = dot(fcf, vec3(ffracts.x, cfracts.y, ffracts.z));
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float fccv = dot(fcc, vec3(ffracts.x, cfracts.y, cfracts.z));
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float cffv = dot(cff, vec3(cfracts.x, ffracts.y, ffracts.z));
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float cfcv = dot(cfc, vec3(cfracts.x, ffracts.y, cfracts.z));
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float ccfv = dot(ccf, vec3(cfracts.x, cfracts.y, ffracts.z));
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float cccv = dot(ccc, cfracts);
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return mix(
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mix(mix(fffv, cffv, params.x), mix(fcfv, ccfv, params.x), params.y),
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mix(mix(ffcv, cfcv, params.x), mix(fccv, cccv, params.x), params.y),
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params.z);
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}
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void main(void) {
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// compute normal from adjacent depth values
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float left = texture2D(depthTexture, gl_TexCoord[0].st - texCoordRight * 0.01).r;
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float right = texture2D(depthTexture, gl_TexCoord[0].st + texCoordRight * 0.01).r;
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float bottom = texture2D(depthTexture, gl_TexCoord[0].st - texCoordUp * 0.01).r;
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float top = texture2D(depthTexture, gl_TexCoord[0].st + texCoordUp * 0.01).r;
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vec3 normal = normalize(gl_NormalMatrix * vec3(left - right, top - bottom, -0.05));
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// compute the specular component (sans exponent) based on the normal OpenGL lighting model
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float specular = max(0.0, dot(normalize(gl_LightSource[0].position.xyz + vec3(0.0, 0.0, 1.0)), normal));
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// the base color is a subtle marble texture produced by modulating the phase of a sine wave by perlin noise
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vec3 color = mix(vec3(1.0, 1.0, 1.0), vec3(0.75, 0.75, 0.75),
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sin(dot(position, vec3(25.0, 25.0, 25.0)) + 2.0 * perlin(position * 10.0)));
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// standard lighting
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gl_FragColor = vec4(color * ( gl_LightModel.ambient.rgb + /* gl_LightSource[0].ambient.rgb + */
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gl_LightSource[0].diffuse.rgb * max(0.0, dot(normal, gl_LightSource[0].position.xyz))) +
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pow(specular, gl_FrontMaterial.shininess) * gl_FrontLightProduct[0].specular.rgb, gl_Color.a);
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}
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#version 120
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//
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// face_textured.vert
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// vertex shader
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//
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// Created by Andrzej Kapolka on 8/6/13.
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// Copyright (c) 2013 High Fidelity, Inc. All rights reserved.
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//
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// the lower left texture coordinate
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uniform vec2 texCoordCorner;
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// the texture coordinate vector from left to right
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uniform vec2 texCoordRight;
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// the texture coordinate vector from bottom to the top
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uniform vec2 texCoordUp;
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// the depth texture
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uniform sampler2D depthTexture;
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// the position in model space
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varying vec3 position;
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void main(void) {
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gl_TexCoord[0] = vec4(texCoordCorner + gl_Vertex.x * texCoordRight + gl_Vertex.y * texCoordUp, 0.0, 1.0);
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float depth = texture2D(depthTexture, gl_TexCoord[0].st).r;
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// store the model space vertex
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position = gl_Vertex.xyz;
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// set alpha to zero for invalid depth values
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const float MIN_VISIBLE_DEPTH = 1.0 / 255.0;
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const float MAX_VISIBLE_DEPTH = 254.0 / 255.0;
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gl_FrontColor = vec4(1.0, 1.0, 1.0, step(MIN_VISIBLE_DEPTH, depth) * (1.0 - step(MAX_VISIBLE_DEPTH, depth)));
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gl_Position = gl_ModelViewProjectionMatrix * vec4(0.5 - gl_Vertex.x, gl_Vertex.y - 0.5, depth - 0.5, 1.0);
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}
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#version 120
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//
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// iris.frag
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// fragment shader
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//
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// Created by Andrzej Kapolka on 6/13/13.
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// Copyright (c) 2013 High Fidelity, Inc. All rights reserved.
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//
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// the iris texture
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uniform sampler2D texture;
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// the interpolated normal
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varying vec4 normal;
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void main(void) {
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// compute the specular component (sans exponent) based on the normal OpenGL lighting model
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float specular = max(0.0, dot(normalize(gl_LightSource[0].position + vec4(0.0, 0.0, 1.0, 0.0)), normalize(normal)));
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// modulate texture by diffuse color and add specular contribution
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gl_FragColor = gl_Color * texture2D(texture, gl_TexCoord[0].st) +
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pow(specular, gl_FrontMaterial.shininess) * gl_FrontLightProduct[0].specular;
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}
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#version 120
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//
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// iris.vert
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// vertex shader
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//
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// Created by Andrzej Kapolka on 6/13/13.
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// Copyright (c) 2013 High Fidelity, Inc. All rights reserved.
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//
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// the location of the eye in model space
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uniform vec3 eyePosition;
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// the interpolated normal
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varying vec4 normal;
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// the ratio of the indices of refraction
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const float refractionEta = 0.75;
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void main(void) {
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// transform and store the normal for interpolation
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normal = normalize(gl_ModelViewMatrix * vec4(gl_Normal, 0.0));
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// compute standard diffuse lighting per-vertex
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gl_FrontColor = vec4(gl_Color.rgb * (gl_LightModel.ambient.rgb + gl_LightSource[0].ambient.rgb +
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gl_LightSource[0].diffuse.rgb * max(0.0, dot(normal, gl_LightSource[0].position))), gl_Color.a);
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// compute the texture coordinate based on where refracted vector hits z=0 in model space
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vec4 incidence = normalize(gl_Vertex - vec4(eyePosition, 1.0));
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vec4 refracted = refract(incidence, normalize(vec4(gl_Normal, 0.0)), refractionEta);
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gl_TexCoord[0] = (gl_Vertex - (gl_Vertex.z / refracted.z) * refracted) + vec4(0.5, 0.5, 0.0, 0.0);
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// use standard pipeline transform
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gl_Position = ftransform();
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}
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