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path: root/indra/newview/app_settings/shaders/class1/deferred/alphaV.glsl
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Diffstat (limited to 'indra/newview/app_settings/shaders/class1/deferred/alphaV.glsl')
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/alphaV.glsl81
1 files changed, 74 insertions, 7 deletions
diff --git a/indra/newview/app_settings/shaders/class1/deferred/alphaV.glsl b/indra/newview/app_settings/shaders/class1/deferred/alphaV.glsl
index bc08cc6dbf..784472c987 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/alphaV.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/alphaV.glsl
@@ -23,16 +23,30 @@
* $/LicenseInfo$
*/
+#define INDEXED 1
+#define NON_INDEXED 2
+#define NON_INDEXED_NO_COLOR 3
+
uniform mat3 normal_matrix;
uniform mat4 texture_matrix0;
+uniform mat4 projection_matrix;
uniform mat4 modelview_matrix;
uniform mat4 modelview_projection_matrix;
ATTRIBUTE vec3 position;
+#if INDEX_MODE == INDEXED
void passTextureIndex();
+#endif
ATTRIBUTE vec3 normal;
ATTRIBUTE vec4 diffuse_color;
ATTRIBUTE vec2 texcoord0;
+ATTRIBUTE vec3 binormal;
+
+#if HAS_SKIN
+mat4 getObjectSkinnedTransform();
+#elif IS_AVATAR_SKIN
+mat4 getSkinnedTransform();
+#endif
vec4 calcLighting(vec3 pos, vec3 norm, vec4 color, vec4 baseCol);
void calcAtmospherics(vec3 inPositionEye);
@@ -50,10 +64,14 @@ VARYING vec3 vary_fragcoord;
VARYING vec3 vary_position;
VARYING vec3 vary_pointlight_col;
+#if INDEX_MODE != NON_INDEXED_NO_COLOR
VARYING vec4 vertex_color;
+#endif
+
VARYING vec2 vary_texcoord0;
VARYING vec3 vary_norm;
+VARYING mat3 vary_rotation;
uniform float near_clip;
uniform float shadow_offset;
@@ -102,24 +120,68 @@ float calcPointLightOrSpotLight(vec3 v, vec3 n, vec4 lp, vec3 ln, float la, floa
void main()
{
+ vec4 pos;
+ vec3 norm;
+
//transform vertex
+#if HAS_SKIN
+ mat4 trans = getObjectSkinnedTransform();
+ trans = modelview_matrix * trans;
+
+ pos = trans * vec4(position.xyz, 1.0);
+
+ norm = position.xyz + normal.xyz;
+ norm = normalize((trans * vec4(norm, 1.0)).xyz - pos.xyz);
+ vec4 frag_pos = projection_matrix * pos;
+ gl_Position = frag_pos;
+#elif IS_AVATAR_SKIN
+ mat4 trans = getSkinnedTransform();
+ vec4 pos_in = vec4(position.xyz, 1.0);
+ pos.x = dot(trans[0], pos_in);
+ pos.y = dot(trans[1], pos_in);
+ pos.z = dot(trans[2], pos_in);
+ pos.w = 1.0;
+
+ norm.x = dot(trans[0].xyz, normal);
+ norm.y = dot(trans[1].xyz, normal);
+ norm.z = dot(trans[2].xyz, normal);
+ norm = normalize(norm);
+
+ vec4 frag_pos = projection_matrix * pos;
+ gl_Position = frag_pos;
+#else
+ norm = normalize(normal_matrix * normal);
vec4 vert = vec4(position.xyz, 1.0);
- passTextureIndex();
- vec4 pos = (modelview_matrix * vert);
+ pos = (modelview_matrix * vert);
gl_Position = modelview_projection_matrix*vec4(position.xyz, 1.0);
+#endif
+#if INDEX_MODE == INDEXED
+ passTextureIndex();
vary_texcoord0 = (texture_matrix0 * vec4(texcoord0,0,1)).xy;
+#else
+ vary_texcoord0 = texcoord0;
+#endif
- vec3 norm = normalize(normal_matrix * normal);
vary_norm = norm;
float dp_directional_light = max(0.0, dot(norm, light_position[0].xyz));
vary_position = pos.xyz + light_position[0].xyz * (1.0-dp_directional_light)*shadow_offset;
-
+
+ vec3 n = norm;
+ vec3 b = normalize(normal_matrix * binormal);
+ vec3 t = cross(b, n);
+
+ vary_rotation[0] = vec3(t.x, b.x, n.x);
+ vary_rotation[1] = vec3(t.y, b.y, n.y);
+ vary_rotation[2] = vec3(t.z, b.z, n.z);
+
calcAtmospherics(pos.xyz);
//vec4 color = calcLighting(pos.xyz, norm, diffuse_color, vec4(0.));
vec4 col = vec4(0.0, 0.0, 0.0, diffuse_color.a);
+
vary_pointlight_col = diffuse_color.rgb;
+
col.rgb = vec3(0,0,0);
// Add windlight lights
@@ -129,12 +191,17 @@ void main()
vary_directional.rgb = atmosAffectDirectionalLight(1);
col.rgb = col.rgb*diffuse_color.rgb;
-
+#if INDEX_MODE != NON_INDEXED_NO_COLOR
vertex_color = col;
-
-
+#endif
+#if HAS_SKIN
+ vary_fragcoord.xyz = frag_pos.xyz + vec3(0,0,near_clip);
+#elif IS_AVATAR_SKIN
+ vary_fragcoord.xyz = pos.xyz + vec3(0,0,near_clip);
+#else
pos = modelview_projection_matrix * vert;
vary_fragcoord.xyz = pos.xyz + vec3(0,0,near_clip);
+#endif
}