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authorBrad Kittenbrink <brad@lindenlab.com>2022-04-28 14:05:49 -0700
committerBrad Kittenbrink <brad@lindenlab.com>2022-04-28 14:05:49 -0700
commitcc04903379c3a5dc094e0c9582cf41f022406ef5 (patch)
tree41dabc7b9c53a17591c8c4d6da93207a52a1b793 /indra/newview/app_settings/shaders/class1/deferred/shadowSkinnedV.glsl
parentc9ef206e39063c46c1fbab355c1a015e3e8b022e (diff)
parentb08742d0b3e0000430b8ae772c7c4d25cfe084fa (diff)
Merge remote-tracking branch 'origin/euclid-17277' into brad/SL-17116-material-messaging
Diffstat (limited to 'indra/newview/app_settings/shaders/class1/deferred/shadowSkinnedV.glsl')
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diff --git a/indra/newview/app_settings/shaders/class1/deferred/shadowSkinnedV.glsl b/indra/newview/app_settings/shaders/class1/deferred/shadowSkinnedV.glsl
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+/**
+ * @file shadowSkinnedV.glsl
+ *
+ * $LicenseInfo:firstyear=2021&license=viewerlgpl$
+ * Second Life Viewer Source Code
+ * Copyright (C) 2007, Linden Research, Inc.
+ *
+ * This library is free software; you can redistribute it and/or
+ * modify it under the terms of the GNU Lesser General Public
+ * License as published by the Free Software Foundation;
+ * version 2.1 of the License only.
+ *
+ * This library is distributed in the hope that it will be useful,
+ * but WITHOUT ANY WARRANTY; without even the implied warranty of
+ * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
+ * Lesser General Public License for more details.
+ *
+ * You should have received a copy of the GNU Lesser General Public
+ * License along with this library; if not, write to the Free Software
+ * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
+ *
+ * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA
+ * $/LicenseInfo$
+ */
+
+uniform mat4 modelview_matrix;
+uniform mat4 projection_matrix;
+
+ATTRIBUTE vec3 position;
+
+VARYING vec4 post_pos;
+
+mat4 getObjectSkinnedTransform();
+
+void main()
+{
+ //transform vertex
+ mat4 mat = getObjectSkinnedTransform();
+
+ mat = modelview_matrix * mat;
+ vec4 pos = (mat*vec4(position.xyz, 1.0));
+ pos = projection_matrix*pos;
+
+ post_pos = pos;
+
+#if !defined(DEPTH_CLAMP)
+ gl_Position = vec4(pos.x, pos.y, pos.w*0.5, pos.w);
+#else
+ gl_Position = pos;
+#endif
+
+}