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authorAndrey Lihatskiy <alihatskiy@productengine.com>2020-04-20 21:21:12 +0300
committerAndrey Lihatskiy <alihatskiy@productengine.com>2020-04-20 21:21:12 +0300
commit7a311fe30ee3c4a4de0149822b0670f612eb4a67 (patch)
treeaacf08a74bf2214c17d6de7c5edaa1a6da8d9eec /indra/newview/app_settings/shaders/class1/windlight/cloudShadowV.glsl
parent6666fdb5d6f52df3d68bed35a4ad05139f49f93c (diff)
parentd7f1c88c35849e56f5b352f13c16a08467d1533b (diff)
Merge branch 'master' into DRTVWR-497
Diffstat (limited to 'indra/newview/app_settings/shaders/class1/windlight/cloudShadowV.glsl')
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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
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+/**
+ * @file class1\windlight\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 !defined(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 !defined(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;
+}