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authorGraham Linden <graham@lindenlab.com>2019-01-04 10:17:09 -0800
committerGraham Linden <graham@lindenlab.com>2019-01-04 10:17:09 -0800
commit2312efbf3ae09013bc86a2378bed43a743f2df3e (patch)
tree2260e5d43d201007fb9f6b6155e9ac15ba2d8bc4 /indra/newview/app_settings/shaders/class1/windlight/cloudShadowV.glsl
parent01da53764bebc99fd692b3eb68f8520c6cfa2a97 (diff)
Add new shaders for generating shadows from clouds.
Add new class3 shadow shaders for VSM shadows. Add disabled shadow pass in WLSky for using above.
Diffstat (limited to 'indra/newview/app_settings/shaders/class1/windlight/cloudShadowV.glsl')
-rw-r--r--indra/newview/app_settings/shaders/class1/windlight/cloudShadowV.glsl61
1 files changed, 61 insertions, 0 deletions
diff --git a/indra/newview/app_settings/shaders/class1/windlight/cloudShadowV.glsl b/indra/newview/app_settings/shaders/class1/windlight/cloudShadowV.glsl
new file mode 100644
index 0000000000..52164e7b80
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+++ b/indra/newview/app_settings/shaders/class1/windlight/cloudShadowV.glsl
@@ -0,0 +1,61 @@
+/**
+ * @file cloudShadowV.glsl
+ *
+ * $LicenseInfo:firstyear=2011&license=viewerlgpl$
+ * 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_projection_matrix;
+uniform float shadow_target_width;
+
+ATTRIBUTE vec3 position;
+ATTRIBUTE vec4 diffuse_color;
+ATTRIBUTE vec2 texcoord0;
+
+#if !DEPTH_CLAMP
+VARYING float pos_zd2;
+#endif
+
+VARYING vec4 pos;
+VARYING float target_pos_x;
+VARYING vec2 vary_texcoord0;
+
+void passTextureIndex();
+
+void main()
+{
+ //transform vertex
+ vec4 pre_pos = vec4(position.xyz, 1.0);
+ pos = modelview_projection_matrix * pre_pos;
+ target_pos_x = 0.5 * (shadow_target_width - 1.0) * pos.x;
+
+#if !DEPTH_CLAMP
+ pos_zd2 = pos.z * 0.5;
+ gl_Position = vec4(pos.x, pos.y, pos.w*0.5, pos.w);
+#else
+ gl_Position = pos;
+#endif
+
+ passTextureIndex();
+
+ vary_texcoord0 = (texture_matrix0 * vec4(texcoord0,0,1)).xy;
+}