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authorCosmic Linden <cosmic@lindenlab.com>2023-04-14 15:03:36 -0700
committercosmic-linden <111533034+cosmic-linden@users.noreply.github.com>2023-04-18 11:38:35 -0700
commitd048fa142c2babe25bb79f9423cc84bb2f813f7e (patch)
treeb119dd5d55401a1bb704256d7b2dd75a38a986c6 /indra/newview/app_settings/shaders/class1/deferred/shadowAlphaMaskV.glsl
parent04b6b84798c497582d8706368580eb3c3ce699eb (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.glsl18
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;