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diff --git a/indra/newview/app_settings/shaders/class3/avatar/avatarV.glsl b/indra/newview/app_settings/shaders/class3/avatar/avatarV.glsl
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index df9704ec25..0000000000
--- a/indra/newview/app_settings/shaders/class3/avatar/avatarV.glsl
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-/**
- * @file avatarV.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;
-
-ATTRIBUTE vec3 position;
-ATTRIBUTE vec3 normal;
-ATTRIBUTE vec2 texcoord0;
-ATTRIBUTE vec4 clothing;
-
-VARYING vec4 vertex_color;
-VARYING vec2 vary_texcoord0;
-
-vec4 calcLighting(vec3 pos, vec3 norm, vec4 color);
-mat4 getSkinnedTransform();
-void calcAtmospherics(vec3 inPositionEye);
-
-uniform vec4 color;
-
-uniform vec4 gWindDir;
-uniform vec4 gSinWaveParams;
-uniform vec4 gGravity;
-
-const vec4 gMinMaxConstants = vec4(1.0, 0.166666, 0.0083143, .00018542); // #minimax-generated coefficients
-const vec4 gPiConstants = vec4(0.159154943, 6.28318530, 3.141592653, 1.5707963); // # {1/2PI, 2PI, PI, PI/2}
-
-void main()
-{
- vary_texcoord0 = texcoord0;
-
- vec4 pos;
- mat4 trans = getSkinnedTransform();
-
- vec3 norm;
- norm.x = dot(trans[0].xyz, normal);
- norm.y = dot(trans[1].xyz, normal);
- norm.z = dot(trans[2].xyz, normal);
- norm = normalize(norm);
-
- //wind
- vec4 windEffect;
- windEffect = vec4(dot(norm, gWindDir.xyz));
- pos.x = dot(trans[2].xyz, position.xyz);
- windEffect.xyz = pos.x * vec3(0.015, 0.015, 0.015)
- + windEffect.xyz;
- windEffect.w = windEffect.w * 2.0 + 1.0; // move wind offset value to [-1, 3]
- windEffect.w = windEffect.w*gWindDir.w; // modulate wind strength
-
- windEffect.xyz = windEffect.xyz*gSinWaveParams.xyz
- +vec3(gSinWaveParams.w); // use sin wave params to scale and offset input
-
-
- //reduce to period of 2 PI
- vec4 temp1, temp0, temp2, offsetPos;
- temp1.xyz = windEffect.xyz * gPiConstants.x; // change input as multiple of [0-2PI] to [0-1]
- temp0.y = mod(temp1.x,1.0);
- windEffect.x = temp0.y * gPiConstants.y; // scale from [0,1] to [0, 2PI]
- temp1.z = temp1.z - gPiConstants.w; // shift normal oscillation by PI/2
- temp0.y = mod(temp1.z,1.0);
-
- windEffect.z = temp0.y * gPiConstants.y; // scale from [0,1] to [0, 2PI]
- windEffect.xyz = windEffect.xyz + vec3(-3.141592); // offset to [-PI, PI]
-
-
- //calculate sinusoid
- vec4 sinWave;
- temp1 = windEffect*windEffect;
- sinWave = -temp1 * gMinMaxConstants.w
- + vec4(gMinMaxConstants.z); // y = -(x^2)/7! + 1/5!
- sinWave = sinWave * -temp1 + vec4(gMinMaxConstants.y); // y = -(x^2) * (-(x^2)/7! + 1/5!) + 1/3!
- sinWave = sinWave * -temp1 + vec4(gMinMaxConstants.x); // y = -(x^2) * (-(x^2) * (-(x^2)/7! + 1/5!) + 1/3!) + 1
- sinWave = sinWave * windEffect; // y = x * (-(x^2) * (-(x^2) * (-(x^2)/7! + 1/5!) + 1/3!) + 1)
-
- // sinWave.x holds sin(norm . wind_direction) with primary frequency
- // sinWave.y holds sin(norm . wind_direction) with secondary frequency
- // sinWave.z hold cos(norm . wind_direction) with primary frequency
- sinWave.xyz = sinWave.xyz * gWindDir.w
- + vec3(windEffect.w); // multiply by wind strength in gWindDir.w [-wind, wind]
-
- // add normal facing bias offset [-wind,wind] -> [-wind - .25, wind + 1]
- temp1 = vec4(dot(norm, gGravity.xyz)); // how much is this normal facing in direction of gGravity?
- temp1 = min(temp1, vec4(0.2,0.0,0.0,0.0)); // clamp [-1, 1] to [-1, 0.2]
- temp1 = temp1*vec4(1.5,0.0,0.0,0.0); // scale from [-1,0.2] to [-1.5, 0.3]
- sinWave.x = sinWave.x + temp1.x; // add gGravity effect to sinwave (only primary frequency)
- sinWave.xyz = sinWave.xyz * clothing.w; // modulate by clothing coverage
-
- sinWave.xyz = max(sinWave.xyz, vec3(-1.0, -1.0, -1.0)); // clamp to underlying body shape
- offsetPos = clothing * sinWave.x; // multiply wind effect times clothing displacement
- temp2 = gWindDir*sinWave.z + vec4(norm,0); // calculate normal offset due to wind oscillation
- offsetPos = vec4(1.0,1.0,1.0,0.0)*offsetPos+vec4(position.xyz, 1.0); // add to offset vertex position, and zero out effect from w
- norm += temp2.xyz*2.0; // add sin wave effect on normals (exaggerated)
-
- //add "backlighting" effect
- float colorAcc;
- colorAcc = 1.0 - clothing.w;
- norm.z -= colorAcc * 0.2;
-
- //renormalize normal (again)
- norm = normalize(norm);
-
- pos.x = dot(trans[0], offsetPos);
- pos.y = dot(trans[1], offsetPos);
- pos.z = dot(trans[2], offsetPos);
- pos.w = 1.0;
-
- calcAtmospherics(pos.xyz);
-
- vec4 col = calcLighting(pos.xyz, norm, color);
- vertex_color = col;
-
- gl_Position = projection_matrix * pos;
-}