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author | Cosmic Linden <cosmic@lindenlab.com> | 2023-04-14 15:03:36 -0700 |
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committer | cosmic-linden <111533034+cosmic-linden@users.noreply.github.com> | 2023-04-18 11:38:35 -0700 |
commit | d048fa142c2babe25bb79f9423cc84bb2f813f7e (patch) | |
tree | b119dd5d55401a1bb704256d7b2dd75a38a986c6 /indra/newview/app_settings/shaders/class1/deferred/shadowAlphaMaskV.glsl | |
parent | 04b6b84798c497582d8706368580eb3c3ce699eb (diff) |
SL-19561: Fix missing shadows on PBR alpha mask animeshes.
TODO: Why did this work for the equivalent non-rigged prim?
Diffstat (limited to 'indra/newview/app_settings/shaders/class1/deferred/shadowAlphaMaskV.glsl')
-rw-r--r-- | indra/newview/app_settings/shaders/class1/deferred/shadowAlphaMaskV.glsl | 18 |
1 files changed, 18 insertions, 0 deletions
diff --git a/indra/newview/app_settings/shaders/class1/deferred/shadowAlphaMaskV.glsl b/indra/newview/app_settings/shaders/class1/deferred/shadowAlphaMaskV.glsl index 40f8fc9894..2249a7f239 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/shadowAlphaMaskV.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/shadowAlphaMaskV.glsl @@ -24,7 +24,12 @@ */ uniform mat4 texture_matrix0; +#if defined(HAS_SKIN) +uniform mat4 modelview_matrix; +uniform mat4 projection_matrix; +#else uniform mat4 modelview_projection_matrix; +#endif uniform float shadow_target_width; ATTRIBUTE vec3 position; @@ -38,11 +43,24 @@ VARYING vec2 vary_texcoord0; void passTextureIndex(); +#if defined(HAS_SKIN) +mat4 getObjectSkinnedTransform(); +#endif + void main() { //transform vertex +#if defined(HAS_SKIN) + vec4 pre_pos = vec4(position.xyz, 1.0); + mat4 mat = getObjectSkinnedTransform(); + mat = modelview_matrix * mat; + vec4 pos = mat * pre_pos; + pos = projection_matrix * pos; +#else vec4 pre_pos = vec4(position.xyz, 1.0); vec4 pos = modelview_projection_matrix * pre_pos; +#endif + target_pos_x = 0.5 * (shadow_target_width - 1.0) * pos.x; post_pos = pos; |