summaryrefslogtreecommitdiff
path: root/indra/newview/app_settings/shaders/class1/objects/simpleV.glsl
diff options
context:
space:
mode:
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/objects/simpleV.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/objects/simpleV.glsl')
-rw-r--r--indra/newview/app_settings/shaders/class1/objects/simpleV.glsl18
1 files changed, 17 insertions, 1 deletions
diff --git a/indra/newview/app_settings/shaders/class1/objects/simpleV.glsl b/indra/newview/app_settings/shaders/class1/objects/simpleV.glsl
index 9ef7704b70..2025174f7d 100644
--- a/indra/newview/app_settings/shaders/class1/objects/simpleV.glsl
+++ b/indra/newview/app_settings/shaders/class1/objects/simpleV.glsl
@@ -44,12 +44,16 @@ void calcAtmospherics(vec3 inPositionEye);
VARYING vec4 vertex_color;
VARYING vec2 vary_texcoord0;
+#ifdef HAS_SKIN
+mat4 getObjectSkinnedTransform();
+uniform mat4 projection_matrix;
+#endif
+
void main()
{
//transform vertex
vec4 vert = vec4(position.xyz,1.0);
- gl_Position = modelview_projection_matrix*vec4(position.xyz, 1.0);
passTextureIndex();
vary_texcoord0 = (texture_matrix0 * vec4(texcoord0, 0, 1)).xy;
@@ -58,11 +62,23 @@ void main()
if (no_atmo == 1)
{
vertex_color = diffuse_color;
+ gl_Position = modelview_projection_matrix*vec4(position.xyz, 1.0);
}
else
{
+#ifdef HAS_SKIN
+ mat4 mat = getObjectSkinnedTransform();
+ mat = modelview_matrix * mat;
+
+ vec4 pos = mat * vert;
+ vec3 norm = normalize((mat*vec4(normal.xyz+vert.xyz,1.0)).xyz-pos.xyz);
+
+ gl_Position = projection_matrix * pos;
+#else
vec4 pos = (modelview_matrix * vert);
vec3 norm = normalize(normal_matrix * normal);
+ gl_Position = modelview_projection_matrix*vec4(position.xyz, 1.0);
+#endif
calcAtmospherics(pos.xyz);