in vec4 aVertex2; out vec4 pixelpos; out vec2 glowdist; void main() { vec4 worldcoord = ModelMatrix * mix(gl_Vertex, aVertex2, uInterpolationFactor); vec4 eyeCoordPos = ViewMatrix * worldcoord; gl_FrontColor = gl_Color; pixelpos.xyz = worldcoord.xyz; pixelpos.w = -eyeCoordPos.z/eyeCoordPos.w; glowdist.x = -((uGlowTopPlane.w + uGlowTopPlane.x * worldcoord.x + uGlowTopPlane.y * worldcoord.z) * uGlowTopPlane.z) - worldcoord.y; glowdist.y = worldcoord.y + ((uGlowBottomPlane.w + uGlowBottomPlane.x * worldcoord.x + uGlowBottomPlane.y * worldcoord.z) * uGlowBottomPlane.z); #ifdef SPHEREMAP vec3 u = normalize(eyeCoordPos.xyz); vec3 n = normalize(gl_NormalMatrix * gl_Normal); vec3 r = reflect(u, n); float m = 2.0 * sqrt( r.x*r.x + r.y*r.y + (r.z+1.0)*(r.z+1.0) ); vec2 sst = vec2(r.x/m + 0.5, r.y/m + 0.5); gl_TexCoord[0].xy = sst; #else gl_TexCoord[0] = TextureMatrix * gl_MultiTexCoord0; #endif gl_Position = ProjectionMatrix * eyeCoordPos; }