diff options
Diffstat (limited to 'indra/newview/app_settings/shaders/class1/deferred/avatarAlphaShadowV.glsl')
-rw-r--r-- | indra/newview/app_settings/shaders/class1/deferred/avatarAlphaShadowV.glsl | 82 |
1 files changed, 82 insertions, 0 deletions
diff --git a/indra/newview/app_settings/shaders/class1/deferred/avatarAlphaShadowV.glsl b/indra/newview/app_settings/shaders/class1/deferred/avatarAlphaShadowV.glsl new file mode 100644 index 0000000000..d1d7ece6fe --- /dev/null +++ b/indra/newview/app_settings/shaders/class1/deferred/avatarAlphaShadowV.glsl @@ -0,0 +1,82 @@ +/** + * @file avatarShadowV.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 texture_matrix0; +uniform mat4 projection_matrix; +uniform float shadow_target_width; + +mat4 getSkinnedTransform(); +void passTextureIndex(); + +ATTRIBUTE vec4 diffuse_color; +ATTRIBUTE vec3 position; +ATTRIBUTE vec3 normal; +ATTRIBUTE vec2 texcoord0; + +#if !DEPTH_CLAMP +VARYING vec4 post_pos; +#endif +VARYING float pos_w; +VARYING float target_pos_x; +VARYING vec2 vary_texcoord0; +VARYING vec4 vertex_color; + +void main() +{ + vec4 pos; + vec3 norm; + + vec4 pos_in = vec4(position.xyz, 1.0); + mat4 trans = getSkinnedTransform(); + 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); + + pos = projection_matrix * pos; + + target_pos_x = 0.5 * (shadow_target_width - 1.0) * pos.x; + + pos_w = pos.w; + + vary_texcoord0 = (texture_matrix0 * vec4(texcoord0,0,1)).xy; + + vertex_color = diffuse_color; +#if !DEPTH_CLAMP + post_pos = pos; + + gl_Position = vec4(pos.x, pos.y, pos.w*0.5, pos.w); +#else + gl_Position = pos; +#endif + + passTextureIndex(); +} + |