diff options
Diffstat (limited to 'indra/newview/app_settings/shaders/class1/deferred/pbrglowV.glsl')
-rw-r--r-- | indra/newview/app_settings/shaders/class1/deferred/pbrglowV.glsl | 72 |
1 files changed, 72 insertions, 0 deletions
diff --git a/indra/newview/app_settings/shaders/class1/deferred/pbrglowV.glsl b/indra/newview/app_settings/shaders/class1/deferred/pbrglowV.glsl new file mode 100644 index 0000000000..82a50a115c --- /dev/null +++ b/indra/newview/app_settings/shaders/class1/deferred/pbrglowV.glsl @@ -0,0 +1,72 @@ +/** + * @file pbgglowV.glsl + * + * $LicenseInfo:firstyear=2023&license=viewerlgpl$ + * Second Life Viewer Source Code + * Copyright (C) 2023, 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 + * $/LicenseInfo$ + */ + + +#ifdef HAS_SKIN +uniform mat4 modelview_matrix; +uniform mat4 projection_matrix; +mat4 getObjectSkinnedTransform(); +#else +uniform mat4 modelview_projection_matrix; +#endif + +uniform mat4 texture_matrix0; + +uniform vec4[2] texture_base_color_transform; +uniform vec4[2] texture_emissive_transform; + +in vec3 position; +in vec4 emissive; + +in vec2 texcoord0; + +out vec2 base_color_texcoord; +out vec2 emissive_texcoord; + +out vec4 vertex_emissive; + +vec2 texture_transform(vec2 vertex_texcoord, vec4[2] khr_gltf_transform, mat4 sl_animation_transform); + +void main() +{ +#ifdef HAS_SKIN + mat4 mat = getObjectSkinnedTransform(); + + mat = modelview_matrix * mat; + + vec3 pos = (mat*vec4(position.xyz,1.0)).xyz; + + gl_Position = projection_matrix*vec4(pos,1.0); +#else + //transform vertex + gl_Position = modelview_projection_matrix * vec4(position.xyz, 1.0); +#endif + + base_color_texcoord = texture_transform(texcoord0, texture_base_color_transform, texture_matrix0); + emissive_texcoord = texture_transform(texcoord0, texture_emissive_transform, texture_matrix0); + + vertex_emissive = emissive; +} + |