summaryrefslogtreecommitdiff
path: root/indra/newview/app_settings/shaders/class1/deferred/pbropaqueV.glsl
diff options
context:
space:
mode:
Diffstat (limited to 'indra/newview/app_settings/shaders/class1/deferred/pbropaqueV.glsl')
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/pbropaqueV.glsl138
1 files changed, 138 insertions, 0 deletions
diff --git a/indra/newview/app_settings/shaders/class1/deferred/pbropaqueV.glsl b/indra/newview/app_settings/shaders/class1/deferred/pbropaqueV.glsl
new file mode 100644
index 0000000000..e2c23ac8f0
--- /dev/null
+++ b/indra/newview/app_settings/shaders/class1/deferred/pbropaqueV.glsl
@@ -0,0 +1,138 @@
+/**
+ * @file pbropaqueV.glsl
+ *
+ * $LicenseInfo:firstyear=2022&license=viewerlgpl$
+ * Second Life Viewer Source Code
+ * Copyright (C) 2022, 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
+ * $/LicenseInfo$
+ */
+
+
+#ifndef IS_HUD
+
+//deferred opaque implementation
+
+#ifdef HAS_SKIN
+uniform mat4 modelview_matrix;
+uniform mat4 projection_matrix;
+mat4 getObjectSkinnedTransform();
+#else
+uniform mat3 normal_matrix;
+uniform mat4 modelview_projection_matrix;
+#endif
+uniform mat4 texture_matrix0;
+
+uniform vec4[2] texture_base_color_transform;
+uniform vec4[2] texture_normal_transform;
+uniform vec4[2] texture_metallic_roughness_transform;
+uniform vec4[2] texture_emissive_transform;
+
+in vec3 position;
+in vec4 diffuse_color;
+in vec3 normal;
+in vec4 tangent;
+in vec2 texcoord0;
+
+out vec2 base_color_texcoord;
+out vec2 normal_texcoord;
+out vec2 metallic_roughness_texcoord;
+out vec2 emissive_texcoord;
+
+out vec4 vertex_color;
+
+out vec3 vary_tangent;
+flat out float vary_sign;
+out vec3 vary_normal;
+
+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);
+ normal_texcoord = texture_transform(texcoord0, texture_normal_transform, texture_matrix0);
+ metallic_roughness_texcoord = texture_transform(texcoord0, texture_metallic_roughness_transform, texture_matrix0);
+ emissive_texcoord = texture_transform(texcoord0, texture_emissive_transform, texture_matrix0);
+
+#ifdef HAS_SKIN
+ vec3 n = (mat*vec4(normal.xyz+position.xyz,1.0)).xyz-pos.xyz;
+ vec3 t = (mat*vec4(tangent.xyz+position.xyz,1.0)).xyz-pos.xyz;
+#else //HAS_SKIN
+ vec3 n = normal_matrix * normal;
+ vec3 t = normal_matrix * tangent.xyz;
+#endif
+
+ vary_tangent = normalize(t);
+ vary_sign = tangent.w;
+ vary_normal = normalize(n);
+
+ vertex_color = diffuse_color;
+}
+
+#else
+
+// fullbright HUD implementation
+
+uniform mat4 modelview_projection_matrix;
+
+uniform mat4 texture_matrix0;
+
+uniform vec4[2] texture_base_color_transform;
+uniform vec4[2] texture_normal_transform;
+uniform vec4[2] texture_metallic_roughness_transform;
+uniform vec4[2] texture_emissive_transform;
+
+in vec3 position;
+in vec4 diffuse_color;
+in vec2 texcoord0;
+
+out vec2 base_color_texcoord;
+out vec2 emissive_texcoord;
+
+out vec4 vertex_color;
+
+vec2 texture_transform(vec2 vertex_texcoord, vec4[2] khr_gltf_transform, mat4 sl_animation_transform);
+
+void main()
+{
+ //transform vertex
+ gl_Position = modelview_projection_matrix * vec4(position.xyz, 1.0);
+
+ base_color_texcoord = texture_transform(texcoord0, texture_base_color_transform, texture_matrix0);
+ emissive_texcoord = texture_transform(texcoord0, texture_emissive_transform, texture_matrix0);
+
+ vertex_color = diffuse_color;
+}
+
+#endif
+
+