/** * @file alphaV.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 * $/LicenseInfo$ */ #define INDEXED 1 #define NON_INDEXED 2 #define NON_INDEXED_NO_COLOR 3 uniform mat3 normal_matrix; uniform mat4 texture_matrix0; uniform mat4 projection_matrix; uniform mat4 modelview_matrix; uniform mat4 modelview_projection_matrix; ATTRIBUTE vec3 position; #ifdef USE_INDEXED_TEX void passTextureIndex(); #endif ATTRIBUTE vec3 normal; #ifdef USE_VERTEX_COLOR ATTRIBUTE vec4 diffuse_color; #endif ATTRIBUTE vec2 texcoord0; #ifdef HAS_SKIN mat4 getObjectSkinnedTransform(); #else #ifdef IS_AVATAR_SKIN mat4 getSkinnedTransform(); #endif #endif VARYING vec3 vary_fragcoord; VARYING vec3 vary_position; #ifdef USE_VERTEX_COLOR VARYING vec4 vertex_color; #endif VARYING vec2 vary_texcoord0; VARYING vec3 vary_norm; uniform float near_clip; void main() { vec4 pos; vec3 norm; //transform vertex #ifdef HAS_SKIN mat4 trans = getObjectSkinnedTransform(); trans = modelview_matrix * trans; pos = trans * vec4(position.xyz, 1.0); norm = position.xyz + normal.xyz; norm = normalize((trans * vec4(norm, 1.0)).xyz - pos.xyz); vec4 frag_pos = projection_matrix * pos; gl_Position = frag_pos; #else #ifdef IS_AVATAR_SKIN mat4 trans = getSkinnedTransform(); vec4 pos_in = vec4(position.xyz, 1.0); 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); vec4 frag_pos = projection_matrix * pos; gl_Position = frag_pos; #else norm = normalize(normal_matrix * normal); vec4 vert = vec4(position.xyz, 1.0); pos = (modelview_matrix * vert); gl_Position = modelview_projection_matrix*vec4(position.xyz, 1.0); #endif #endif #ifdef USE_INDEXED_TEX passTextureIndex(); vary_texcoord0 = (texture_matrix0 * vec4(texcoord0,0,1)).xy; #else vary_texcoord0 = texcoord0; #endif vary_norm = norm; vary_position = pos.xyz; #ifdef USE_VERTEX_COLOR vertex_color = diffuse_color; #endif #ifdef HAS_SKIN vary_fragcoord.xyz = frag_pos.xyz + vec3(0,0,near_clip); #else #ifdef IS_AVATAR_SKIN vary_fragcoord.xyz = pos.xyz + vec3(0,0,near_clip); #else pos = modelview_projection_matrix * vert; vary_fragcoord.xyz = pos.xyz + vec3(0,0,near_clip); #endif #endif }