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authorNicky <nicky.dasmijn@posteo.nl>2022-06-05 14:27:28 +0200
committerNicky <nicky.dasmijn@posteo.nl>2022-06-05 14:27:28 +0200
commit95d5938eefa26f4814154219315db50aa511fc4f (patch)
treef4b964ee1723645d6a43668cb59b988d56523ac9 /indra/newview/app_settings/shaders/class1/interface/occlusionSkinnedV.glsl
parent6b0427dbc2e88271f7704a6c65f2bc2ea11a5928 (diff)
parent027dbc2ccfe3a94db10fc1f85f7c0ee58c4eed4f (diff)
Merge remote-tracking branch 'origin/DRTVWR-543-maint_cmake' into DRTVWR-543-maint_cmake
Diffstat (limited to 'indra/newview/app_settings/shaders/class1/interface/occlusionSkinnedV.glsl')
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diff --git a/indra/newview/app_settings/shaders/class1/interface/occlusionSkinnedV.glsl b/indra/newview/app_settings/shaders/class1/interface/occlusionSkinnedV.glsl
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+++ b/indra/newview/app_settings/shaders/class1/interface/occlusionSkinnedV.glsl
@@ -0,0 +1,40 @@
+/**
+ * @file occlusionSkinnedV.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 projection_matrix;
+uniform mat4 modelview_matrix;
+
+ATTRIBUTE vec3 position;
+
+mat4 getObjectSkinnedTransform();
+
+void main()
+{
+ mat4 mat = getObjectSkinnedTransform();
+ mat = modelview_matrix * mat;
+ vec3 pos = (mat*vec4(position.xyz, 1.0)).xyz;
+ gl_Position = projection_matrix*vec4(pos, 1.0);
+}
+