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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/class3/deferred/attachmentShadowV.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/class3/deferred/attachmentShadowV.glsl')
-rw-r--r--indra/newview/app_settings/shaders/class3/deferred/attachmentShadowV.glsl51
1 files changed, 51 insertions, 0 deletions
diff --git a/indra/newview/app_settings/shaders/class3/deferred/attachmentShadowV.glsl b/indra/newview/app_settings/shaders/class3/deferred/attachmentShadowV.glsl
new file mode 100644
index 0000000000..3be9cb3de8
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+++ b/indra/newview/app_settings/shaders/class3/deferred/attachmentShadowV.glsl
@@ -0,0 +1,51 @@
+/**
+ * @file attachmentShadowV.glsl
+ * $LicenseInfo:firstyear=2007&license=viewerlgpl$
+ * 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;
+uniform mat4 texture_matrix0;
+
+ATTRIBUTE vec3 position;
+ATTRIBUTE vec2 texcoord0;
+
+mat4 getObjectSkinnedTransform();
+
+VARYING vec4 pos;
+
+void main()
+{
+ //transform vertex
+ mat4 mat = getObjectSkinnedTransform();
+
+ mat = modelview_matrix * mat;
+ pos = (mat*vec4(position.xyz, 1.0));
+ pos = projection_matrix * vec4(pos.xyz, 1.0);
+
+#if !DEPTH_CLAMP
+ pos.z = max(pos.z, -pos.w+0.01);
+ gl_Position = pos;
+#else
+ gl_Position = pos;
+#endif
+}