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authorAndrey Lihatskiy <alihatskiy@productengine.com>2022-05-26 03:07:05 +0300
committerAndrey Lihatskiy <alihatskiy@productengine.com>2022-05-26 03:07:05 +0300
commit91606c7b60de4270050f373e1efe49eb3074951b (patch)
tree5523b2c78c73d22881c0ae8bfbfcbb29ffdc5df4 /indra/newview/app_settings/shaders/class1/deferred/treeShadowSkinnedV.glsl
parente6245adce883d62f18a2d8b8af5061d3183d9be9 (diff)
parentcdbd06e8ed6e3f4285a61f5c0b607a65dfdf8dfd (diff)
Merge branch 'master' into DRTVWR-548-maint-N
Diffstat (limited to 'indra/newview/app_settings/shaders/class1/deferred/treeShadowSkinnedV.glsl')
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/treeShadowSkinnedV.glsl53
1 files changed, 53 insertions, 0 deletions
diff --git a/indra/newview/app_settings/shaders/class1/deferred/treeShadowSkinnedV.glsl b/indra/newview/app_settings/shaders/class1/deferred/treeShadowSkinnedV.glsl
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index 0000000000..d9ca6d3a46
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+++ b/indra/newview/app_settings/shaders/class1/deferred/treeShadowSkinnedV.glsl
@@ -0,0 +1,53 @@
+/**
+ * @file treeShadowV.glsl
+ *
+ * $LicenseInfo:firstyear=2007&license=viewerlgpl$
+ * 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 texture_matrix0;
+uniform mat4 modelview_matrix;
+uniform mat4 projection_matrix;
+
+ATTRIBUTE vec3 position;
+ATTRIBUTE vec2 texcoord0;
+
+VARYING vec4 post_pos;
+VARYING vec2 vary_texcoord0;
+
+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;
+
+ gl_Position = vec4(pos.x, pos.y, pos.w*0.5, pos.w);
+
+ vary_texcoord0 = (texture_matrix0 * vec4(texcoord0,0,1)).xy;
+}