diff options
author | Cosmic Linden <cosmic@lindenlab.com> | 2023-04-14 15:03:36 -0700 |
---|---|---|
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 | |
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')
-rw-r--r-- | indra/newview/app_settings/shaders/class1/deferred/shadowAlphaMaskSkinnedV.glsl | 66 | ||||
-rw-r--r-- | indra/newview/app_settings/shaders/class1/deferred/shadowAlphaMaskV.glsl | 18 |
2 files changed, 18 insertions, 66 deletions
diff --git a/indra/newview/app_settings/shaders/class1/deferred/shadowAlphaMaskSkinnedV.glsl b/indra/newview/app_settings/shaders/class1/deferred/shadowAlphaMaskSkinnedV.glsl deleted file mode 100644 index 61c9e60744..0000000000 --- a/indra/newview/app_settings/shaders/class1/deferred/shadowAlphaMaskSkinnedV.glsl +++ /dev/null @@ -1,66 +0,0 @@ -/** - * @file shadowAlphaMaskSkinnedV.glsl - * - * $LicenseInfo:firstyear=2021&license=viewerlgpl$ - * Second Life Viewer Source Code - * Copyright (C) 2011, 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; -uniform float shadow_target_width; - -ATTRIBUTE vec3 position; -ATTRIBUTE vec4 diffuse_color; -ATTRIBUTE vec2 texcoord0; - -VARYING vec4 post_pos; -VARYING float target_pos_x; -VARYING vec4 vertex_color; -VARYING vec2 vary_texcoord0; - -void passTextureIndex(); - -mat4 getObjectSkinnedTransform(); - -void main() -{ - //transform vertex - vec4 pre_pos = vec4(position.xyz, 1.0); - - mat4 mat = getObjectSkinnedTransform(); - - mat = modelview_matrix * mat; - - vec4 pos = mat * pre_pos; - pos = projection_matrix * pos; - - target_pos_x = 0.5 * (shadow_target_width - 1.0) * pos.x; - - post_pos = pos; - - gl_Position = pos; - - passTextureIndex(); - - vary_texcoord0 = (texture_matrix0 * vec4(texcoord0,0,1)).xy; - vertex_color = diffuse_color; -} 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; |