diff options
Diffstat (limited to 'indra/newview/app_settings/shaders/class1/deferred/attachmentAlphaShadowV.glsl')
-rw-r--r-- | indra/newview/app_settings/shaders/class1/deferred/attachmentAlphaShadowV.glsl | 74 |
1 files changed, 74 insertions, 0 deletions
diff --git a/indra/newview/app_settings/shaders/class1/deferred/attachmentAlphaShadowV.glsl b/indra/newview/app_settings/shaders/class1/deferred/attachmentAlphaShadowV.glsl new file mode 100644 index 0000000000..31b93dc36a --- /dev/null +++ b/indra/newview/app_settings/shaders/class1/deferred/attachmentAlphaShadowV.glsl @@ -0,0 +1,74 @@ +/** + * @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; +uniform float shadow_target_width; + +ATTRIBUTE vec4 diffuse_color; +ATTRIBUTE vec3 position; +ATTRIBUTE vec3 normal; +ATTRIBUTE vec2 texcoord0; + +mat4 getObjectSkinnedTransform(); +void passTextureIndex(); + +#if !DEPTH_CLAMP +VARYING vec4 post_pos; +#endif +VARYING vec2 vary_texcoord0; +VARYING float pos_w; +VARYING float target_pos_x; +VARYING vec4 vertex_color; + +void main() +{ + //transform vertex + mat4 mat = getObjectSkinnedTransform(); + + mat = modelview_matrix * mat; + vec3 pos = (mat*vec4(position.xyz, 1.0)).xyz; + + vec4 p = projection_matrix * vec4(pos, 1.0); + + pos_w = p.w; + + target_pos_x = 0.5 * (shadow_target_width - 1.0) * pos.x; + + vary_texcoord0 = (texture_matrix0 * vec4(texcoord0,0,1)).xy; + + vertex_color = diffuse_color; + +#if !DEPTH_CLAMP + p.z = max(p.z, -p.w+0.01); + post_pos = p; + gl_Position = p; +#else + gl_Position = p; +#endif + + passTextureIndex(); +} + |