diff options
Diffstat (limited to 'indra/newview/app_settings/shaders/class1/deferred/diffuseSkinnedV.glsl')
-rwxr-xr-x | indra/newview/app_settings/shaders/class1/deferred/diffuseSkinnedV.glsl | 59 |
1 files changed, 59 insertions, 0 deletions
diff --git a/indra/newview/app_settings/shaders/class1/deferred/diffuseSkinnedV.glsl b/indra/newview/app_settings/shaders/class1/deferred/diffuseSkinnedV.glsl new file mode 100755 index 0000000000..2487110624 --- /dev/null +++ b/indra/newview/app_settings/shaders/class1/deferred/diffuseSkinnedV.glsl @@ -0,0 +1,59 @@ +/** + * @file diffuseSkinnedV.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 texture_matrix0; +uniform mat4 modelview_matrix; + +ATTRIBUTE vec3 position; +ATTRIBUTE vec4 diffuse_color; +ATTRIBUTE vec3 normal; +ATTRIBUTE vec2 texcoord0; + +VARYING vec3 vary_normal; +VARYING vec4 vertex_color; +VARYING vec2 vary_texcoord0; + +mat4 getObjectSkinnedTransform(); + +void main() +{ + vary_texcoord0 = (texture_matrix0 * vec4(texcoord0,0,1)).xy; + + mat4 mat = getObjectSkinnedTransform(); + + mat = modelview_matrix * mat; + vec3 pos = (mat*vec4(position.xyz, 1.0)).xyz; + + vec4 norm = vec4(position.xyz, 1.0); + norm.xyz += normal.xyz; + norm.xyz = (mat*norm).xyz; + norm.xyz = normalize(norm.xyz-pos.xyz); + + vary_normal = norm.xyz; + + vertex_color = diffuse_color; + + gl_Position = projection_matrix*vec4(pos, 1.0); +} |